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StartTurn.bsf

Posted: Tue May 21, 2013 5:25 pm
by Amaris
If you want restrict this function to the current side don't use:

Code: Select all

	if (GetCurrentSide() == GetUnitSide(me))
	{
		.....
	}
but this:

Code: Select all

	if (GetShowSide() == GetUnitSide(me))
	{
		.....
	}

Re: StartTurn.bsf

Posted: Tue May 21, 2013 5:31 pm
by pipfromslitherine
You need to be VERY careful using this :) Otherwise you can end up executing different code in MP replays. The current side is the side whose units are currently doing their thing, either under player control or during a replay.

Cheers

Pip

Re: StartTurn.bsf

Posted: Wed May 22, 2013 3:48 pm
by Amaris
pipfromslitherine wrote:You need to be VERY careful using this :) Otherwise you can end up executing different code in MP replays. The current side is the side whose units are currently doing their thing, either under player control or during a replay.

Cheers

Pip
Damn! :?

I think use this function to land the defensive airplanes placed in defense int the previous turn.
This results in changes of attribute value for the units of the active camp (lot of SetAttrib(), no rand() :wink: ). Do you think it might be a problem?

Re: StartTurn.bsf

Posted: Wed May 22, 2013 4:07 pm
by pipfromslitherine
The key is that in MP you need to make sure the same thing happens in both the player turn and the MP replay.

Cheers

Pip

Re: StartTurn.bsf

Posted: Wed May 22, 2013 4:13 pm
by Amaris
I understand that. :mrgreen:

Well tests will tell! :wink: