Global projectiles don't broadcast instigator entity over the network. This is usually not noticeable because shooter client most often does the damage themselves and instigator is properly available to them, but becomes a problem when projectile changes locality when client leaves (player placed a mine and left the game), other clients only have source on such projectiles and no instigator, producing different damage source information once projectile does the damage.
Description
Description
Details
Details
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Category
- Multiplayer
Steps To Reproduce
- Launch attached mission with 2 players
- Have either player shoot the RPG
- Check RPT of both players and observe lack of instigator where projectile is remote
Event Timeline
Comment Actions
Repro RPT example:
Server:
22:20:45 ############################################################# 22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F) 22:20:45 local = true 22:20:45 source = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F) 22:20:45 instig = B Alpha 1-1:1 (Sa-Matra) (B_RangeMaster_F)
Client:
22:20:45 ############################################################# 22:20:45 # ProjectileCreated: 10: rocket_rpg7.p3d (R_PG7_F) 22:20:45 local = false 22:20:45 source = B Alpha 1-1:1 (Sa-Matra) REMOTE (B_RangeMaster_F) 22:20:45 instig = <NULL-object> ()
Comment Actions
Also added shotInstigator param to events:
ammo HitPart
ammo AmmoHit
entity HitPart
ammo HitExplosion
0nFlare.sqs
Comment Actions
Make a ticket, if it is feasible in context of the event then why not. Keep in mind HitExplosion =/= Explosion
Comment Actions
ENTITY Explosion is called alongside ENTITY HitPart has projectile entity and source in it, might as well have instigator there.
This comment was removed by LouMontana.