There is a workaround, which allows you to manipulate actors (and only actors) for specific players only, but thats about the only instance of "locally" executed code I know of.
You can send signals to actors via trigger just fine. Actors are asynchronous, which means you can't get information from them, but you're welcome to send them as much as you like.
You can send signals to actors via trigger just fine. Actors are asynchronous, which means you can't get information from them, but you're welcome to send them as much as you like.
Well, thats just a shame..
I suppose you cant do local UI changes either, because UI uses trigger, right?
Please try to refrain from hijacking threads......
And to answer your illegal question, game UI is a file. I suppose there might be a way to import a great many of these files and change them through Game UI Data and Game Attributes., but the current most used method is global
I suppose you cant do local UI changes either, because UI uses trigger, right?
Please try to refrain from hijacking threads. To answer that question, yes but i havent experimented with it. It would involve making multiple game ui datas and assinging them via game attributes
Anyway, that tutorial won't give me what i need but its handy.
Sorry, It seemed related, seeing as GetLocalPlayer Is used for local effects only, which pretty much includes UI, and models, so I didnt see it as a hijack. My mistake.
Sorry, It seemed related, seeing as GetLocalPlayer Is used for local effects only, which pretty much includes UI, and models, so I didnt see it as a hijack. My mistake.
No need to apologize. The guy going off about hijacking was just being a dumbass. Your questions seemed perfectly legitimate given the thread.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
In WC3, what this would do is it would only make a change for a specified player. So if i did something like
if GetLocalPlayer() = 0 then CreateUnit(blah) endif
obviously this would cause a desync because its only allocating the handle for the local player, so you would have to do workarounds
But my question, is there a counterpart in sc2?
No. Locally-executed code is not supported.
There is a workaround, which allows you to manipulate actors (and only actors) for specific players only, but thats about the only instance of "locally" executed code I know of.
And is it possible to refer to said desynced actor via triggers?
You can send signals to actors via trigger just fine. Actors are asynchronous, which means you can't get information from them, but you're welcome to send them as much as you like.
Well, thats just a shame..
I suppose you cant do local UI changes either, because UI uses trigger, right?
@Ranakastrasz: Go
Please try to refrain from hijacking threads......
And to answer your illegal question, game UI is a file. I suppose there might be a way to import a great many of these files and change them through Game UI Data and Game Attributes., but the current most used method is global
Please try to refrain from hijacking threads. To answer that question, yes but i havent experimented with it. It would involve making multiple game ui datas and assinging them via game attributes
Anyway, that tutorial won't give me what i need but its handy.
Ah, ok.
Sorry, It seemed related, seeing as GetLocalPlayer Is used for local effects only, which pretty much includes UI, and models, so I didnt see it as a hijack. My mistake.
No need to apologize. The guy going off about hijacking was just being a dumbass. Your questions seemed perfectly legitimate given the thread.