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[Solved] Way around it?

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Level 15
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Oct 18, 2008
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Hello there, it was long ago I posted my last thread here :D

Well I have this:
  • Custom script: if ( GetLocalPlayer() ==ConvertedPlayer(GetForLoopIndexA()) ) then
  • Destructible - Show HeroModel[(Integer B)]
  • Custom script: endif
Well it causes desync for sure... But I wondered if there's a way around it because I could use a special effect, but I can't rotate it the way I can a destructible... So any ideas?
 
Level 26
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Aug 18, 2009
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Does it immediately cause a desync? Hidden destructables still affect pathing/visibility (which you would not need as a special effect) but you may be careful with splash attacks/area picks or need to reset it before you do certain actions on them.

Other than that, you may create the destructable at different heights/scales or even type or play another animation if you do not dependent on these values.
 
Level 15
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Oct 18, 2008
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I don't know if it would be called immediate, but it has no pathing texture, so it shouldn't collide with anything... There is no damage applied to it, it cannot be selected... I use it for a UI to show the selected hero but there are no effects on it except hide and show...

EDIT: CASE solved, there were another "Hide" commands in my trigger, and by clearing them up a bit I could make it work :)
 
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