However it causes players to drop from each other when those actions alter the state of the game (something other than just displaying text on the screen, playing a wav, etc...).
I understand why it happens and doesn't seem to be a way around it.
In the map in question I was using EUD key detection to make a "hero" unit enter or exit vehicles.
This was really convenient since you didn't have to unselect the hero. You could hold down the action key and chase down the vehicle you want. However, it can't work in multiplayer.
In the old version of the map a reaver builds a scarab to get in/out of vehicles. This required the player to select the reaver and unselect the hero.
But... there are network synced EUDs for what units a player has selected!
It should be possible to use that. Here is how I imagine it working to almost the same effect:
[Hotkey 1 = my hero]
[Hotkey 2 = my hero + a special stationary unit]
- So I press hotkey #1, now I have my main hero selected, he is happily running around shooting stuff up.
- Then I want to enter a vehicle, I press hotkey #2.
- Now I have my hero AND a special unit both selected.
- The game sees that I have that special unit selected (all players can access that info).
- The triggers make the hero enter the vehicle and give the special unit to another player and back to me again (this is to cause the special unit to unselect automatically).
- If I press hotkey 2 again, triggers make the hero exit.. etc...
- the cycle repeats.
This seems very feasible. And the beauty is the player doesn't have to unselect the main hero at any point.
I'll try to figure this out on my own, but if someone can give me a few tips on the EUD addresses in question I'd be very grateful.
Thanks.
None.