more thoughts/responses:
but can't use actions because they work only on local machine and desync or something?
We can't run global actions based on local EUD conditions because if the local EUD conditions (such as display text) are different for two players, one of them will run the global actions and one will not, causing two separate versions of the game to emerge (ex: one game that has a marine in it, and one that does not) and a desync occurs. Roy explains better:
SynchronizationIf we could somehow mask an EUD action as tank/siege change, maybe it would work.
While this wouldn't do much for trying to run EUD actions, there's a minute possibility that such a change could be used to transfer data from local EUD conditions, and thus be able to run actions based on events like keypress (very minute IMO, a players computer would in all likelihood read the hp as it shows up in his memory, not as it shows up in a different players').
There is a current method of transferring local EUD conditions that I consider very clever, actually generates lag with local actions, and uses the length of the lag spike to perform global actions.
I think there are other, unexplored avenues for transferring local data, if a player was running an EUD Action Enabler, for instance, I would think it possible for him to generate an order for a unit to move somewhere (as if the player had did it himself), and then all the computers could use a bring condition and run global actions (non-EUD) based on that.
I've also dreamt of some other glitchy ways to transfer data, inspired by methods used to desync oblivion users in certain maps based on the use of fog... Changing alliance status locally (which is NOT an immediate desync btw, contrary to
this list) for instance, may be able to simulate an order from a player which could be read on other computers (though initial tests suggest the possibility is bleak). And there are always other
overflows to explore that might tap into something that gets transferred.
What does that mean? HP is somehow connected to the ID? It's still a different unit, with it's own name and stats.
If it still has the same ID then there would be no need to read and write HP (same goes for unit position, whether it is plauged, matrix'd, etc), it would exist in the same space in the memory as before, it would only be neccesary to have other values changed like what sprite is displayed, what name is has, its attack range, etc.
TheNitesWhoSay - Clan Aura -
githubReached the top of StarCraft theory crafting 2:12 AM CST, August 2nd, 2014.