It was a synced gadget but even in the situation you describe commands from a widget are no different from commands from a player, the replay will store the commands that were given instead of letting the widget recalculate them.Zpock wrote:Think about what happens if a widget is used to give units commands using (unsynced) random numbers? Such as an area attack widget.
The commands given would be different in the replay and so it gets borked.
Indeterminacy, Pt. 2
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Re: Indeterminacy, Pt. 2
Re: Indeterminacy, Pt. 2
wtf? no. the commands are all that is saved in the replay so if commands were different it would desync the game.Zpock wrote:Think about what happens if a widget is used to give units commands using (unsynced) random numbers? Such as an area attack widget.
The commands given would be different in the replay and so it gets borked.
Re: Indeterminacy, Pt. 2
Do unsynced LUA code not run at all in replays? If it does run, is it disabled from issuing commands? I just thought this would be a reasonable explanation for the bug if it does exist. Or like AF said, maybe more likely is that synced gadgets are issuing commands ontop of the alredy stored ones.