🏆 Texturing Contest #33 is OPEN! Contestants must re-texture a SD unit model found in-game (Warcraft 3 Classic), recreating the unit into a peaceful NPC version. 🔗Click here to enter!
🏆 Hive's 6th HD Modeling Contest: Mechanical is now open! Design and model a mechanical creature, mechanized animal, a futuristic robotic being, or anything else your imagination can tinker with! 📅 Submissions close on June 30, 2024. Don't miss this opportunity to let your creativity shine! Enter now and show us your mechanical masterpiece! 🔗 Click here to enter!
context: Player 10 (Light Blue) is npc. His heroes have the shop sharing ability, allowing other players to use the "Pick Hero" custom ability which selects that hero.
Changing unit ownership to a local player can cause a desync if you're not checking factors that are in sync. The lack of conditions in the trigger is very weird though. You are changing the ownership of the unit to the local player without defining who the local player is? What are you trying to achieve here, why do you use the local player? Also, it's not very good practice to name your variables "GetLocalPlayer", why don't you name it "LocalPlayer" instead for example? Note that even if you set your "udg_GetLocalPlayer" to the local player the reference itself is not to the actual local player, but the variable itself, so it becomes very misleading to name your triggers along with the functions you use to define them, as those may change.
To test it, you can launch any number of clients through the BNET app and play LAN with yourself. Just make sure that after launching the second client you immediately return to the first client and click "Play Offline" - it may take a moment to appear. I think if you wait too long then it will cause problems and you'll have to exit out and try again.
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