Because all clients will have a copy of that table.coopmaster wrote: After working with my mod (Galactic Trade) with multiplayer, I was able to get it to where each person could have a different search term that is saved. This is able to be done without desync even though each person has a different search term. I do this by having a table for anything that changes for each player. What I do is have something like this:All the clients are able to have their own search terms without causing desync. So lets say that we did have access to the localisation, then it wouldn't really change since the only thing that my mod would be changed by the localisation is the results it shows. What results it shows doesn't affect anyone else, therefore no desync. This is why I'm confused, I don't have to have all the same code run on all the clients from my testing. I don't really know what causes desync since I got desync when they were changing the variable when it wasn't a table. When one client tried to initialize the variable that caused desync and now when I make it a table it doesn't. My guess is that it sends what people type into the textbox to everyone. If that's the case, it can do the same thing for localised text. All it would have to do is send the text to other players to stay synced. I don't know how it works, but my mod somehow works like this and I think that if I am able to have every person have a different search term based on a text box only visible to the client. I think that whatever happens to make this possible, that it could work if they do it for localised strings. I would like to hear how it works though.Code: Select all
global.gt_current_search_term[event.player_index]
But calls to create guis for other players will be made but won't have a visible effect. The (dummy) objects still get made and click events will also get called but setting text is a noop on the other clients.