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Strange score behaviour when server machine kills units.
Closed, ResolvedPublic

Description

When units kill eachother in a deathmatch mission:
Description.ext -> AIkills=1;
Every unit Init. Code -> This Addrating ((- Rating This) - 100000);

The score behaves different!
AI kills AI -> +1
Client kills AI -> +1
(Server unit) kills AI -> +1
Client kills (server unit) -> +1
(Server unit) kills client -> -1

Why when the server unit kills a player it gets -1 point?

Details

Legacy ID
560498153
Severity
None
Resolution
Open
Reproducibility
Always
Category
Engine
Steps To Reproduce

Deathmath mission with non-dedicated server and a client.

Description.ext -> AIkills=1;
Every unit Init. Code -> This Addrating ((- Rating This) - 100000);

Kill AI units, server unit and client units and the score behaviour is not always the same.

Additional Information

I guess this issue could be incorporated with the last update (0.56) as I have been working on that DM mission before and I did not spot this issue.

Event Timeline

Murcielago edited Additional Information. (Show Details)
Murcielago set Category to Engine.
Murcielago set Reproducibility to Always.
Murcielago set Severity to None.
Murcielago set Resolution to Open.
Murcielago set Legacy ID to 560498153.May 7 2016, 2:01 PM
Murcielago added a subscriber: Murcielago.

I recently created a death match mission (http://www.armaholic.com/page.php?id=20702) and I can see that the score issue for DM missions still there even when I broadcasted the negative rating to the server.

Yesterday a mission user received even a negative score when the mission did not use the negative score feature that I added to the mission. I kill my avatar to verify it and after the respawn my score did not change unlike the score for that player.

By the way the mission save feature was totally disabled so the mission was not using previous settings.

MadDogX added a subscriber: MadDogX.May 7 2016, 2:01 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.