AllowProfileGlasses = 0; seems to behave differently between hosted-multiplayer and dedicated server environments. I tested on both stable and profiling branches without mods. In hosted or editor multiplayer the facewear that I spawn with is from the mission's unit loadout. On my dedicated server I spawn with absolutely no facewear.
Description
Description
Details
Details
- Severity
- Minor
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Operating System Version
- Client: Windows 10 Pro - 20H2 | Dedicated Server: Windows Server 2019
- Category
- Design-Mission
Steps To Reproduce
Play the above mission in hosted multiplayer or editor multiplayer and then play it on a dedicated server.
The facewear will be the one set in the unit's loadout in hosted or Eden editor multiplayer.
On the dedicated server the player will spawn in with absolutely no facewear.
Status | Assigned | Task | ||
---|---|---|---|---|
Feedback | None | T155328 Player-Glasses overwriting loadout | ||
Feedback | None | T158671 description.ext entry "AllowProfileGlasses = 0;" behaves differently between dedicated and non-dedicated multiplayer |
Event Timeline
Comment Actions
It appears to be functioning correctly in development branch. I take it this will be included in the next major update to stable and profiling branches?
This comment was removed by BIS_fnc_KK.