QUOTE(Zeratul_101 @ Jun 25 2006, 06:57 PM)
unless you've found some new working EUD Actions, you can't make a switch set for one player(because its not owned by a player). what you're saying is if i set P1 deaths of marine to 1 and left p2's at zero, then a trigger with a death conditon for p1's marines will desync P2 because his value for his deaths of marines is different.
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This is just for the sake of educating now heh...
You're mixing up the idea of values that may differ in the memory of 2 computers, and game values...
Deaths of a unit for P1 and deaths of a unit for P2 are 2 different game values.
That means, that the number of deaths for a particular unit are saved on each players computer, for ALL players.
As in, Player 1, on his computer, has the death counts for player 2, player 3, player 4, etc. for all the units, saved in his memory.
In this case, a desync would occur, if (for example), on Player 1's computer, the number of deaths for marines for Player 3 is 45, but on player 2's and player 3's computers, the number of deaths for marines for P3 is 46. (In this case, P2 and P3 would drop from P1's game, and P1 would drop from P2's and P3's game)
Actually, I'm not sure if a desync would occur in this case either, unless again, something acts upon those deaths counts...
Such an effect also wouldn't be caused by EUD actions, but by EUD conditions that are already available.
I already gave this example, but I'll give it again.
Example of an EUD condition (in layman's terms):
Current Player has a text display of "Jack: Hello"
Action:
Set Switch 1.
Now, if that player recieves a message from Jack that says "Hello" but that message is "Sent to Player", all the other players will not have seen that message...
In other words, if only the recieving player and Jack can see that message on their screen, then the condition only gets fulfilled on their "version" of the game, and the trigger ONLY runs for THEM. In other words, Switch 1, only gets 'set' on THEIR computers, but not on everyone else's.
The question is, does this cause a Desync? Ideally, nothing actually changes in the game until another trigger acts on that switch.
For example:
Condition: Switch 1 is set
Action: Create 1 Marine for Current Player at Anywhere.
With this above trigger, it would only run on the computers of the players that "saw" the message on their screen and had the switch set in their game. Since a marine pops up on their version, but not on the other people's version, you get a desync, or a server split.
The standing question, is if the desync happens only once the Marine trigger fires, or as soon as the switch settings don't match up between players...
I'll probably test this myself now that I'm home... this took more work to explain than to get an answer... oh well, maybe this'll help some of the people here