Create Unit and Remove/Kill Unit never caused a desynch
100% false. This is exactly what causes desync in Diplomacy Gold, and it's been doing it for as long as I've played the map. Here's a specific trigger example to reproduce desync with in CCMU conditions:
Trigger("Player 1","Player 2","Player 3","Player 4","Player 5","Player 6","Player 8"){
Conditions:
Bring("Current Player", "Buildings", "002", At least, 1);
Bring("Foes", "Buildings", "002", Exactly, 0);
Bring("Allies", "Buildings", "002", At most, 0);
Command("Current Player", "Terran Marine", At least, 1);
Bring("Current Player", "Buildings", "019", At most, 0);
Bring("Non Allied Victory Players", "Buildings", "002", At most, 0);
Actions:
Preserve Trigger();
Create Unit("Current Player", "Hunter Killer (Hydralisk)", 1, "147");
Remove Unit At Location("Current Player", "Terran Marine", 1, "147");
}
//-----------------------------------------------------------------//
You get an "unable to create unit" error and multiple players desync. Without a gentlemen's agreement to keep unit counts low, this happens
every single game with more than two players.
Always in CCMU conditions.
To detect CCMU you don't need to count anything. One can make a trigger that attempts to create a unit at a predefined place every several seconds and the next trigger that detects the created unit. If the second trigger fails then the map reached CCMU and it's time for some clean up.
Detecting CCMU after it's already happened is a pretty terrible way to prevent the bugs it causes when it happens.
on edit: I'll share my unit counter(s) with people if they want, it's a lot of annoying binary countoffs. It should go in a separate thread though since CCMU and desync aren't 1:1 correlated as there are other known causes.
Post has been edited 1 time(s), last time on Apr 28 2017, 6:10 am by outlawpoet.
None.