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counter intuitive behaviour of unit score when unit destroys vehicles
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Description

original summary text: if blufor unit destroys blufor vehicle that is controlled by opfor unit, then the blufor unit gets negative score points

give the blufor unit positive score points not negative.

Add the possibility to change a unit/vehicle default faction from mission editor.

So if mission maker wants opfor players to use one of the blufor vehicle then when the blufor players destroy this vehicle during the game they will not have negative score.

This can also be used to make "independent side" soldier units be playable as if they were on blufor side.

Details

Legacy ID
1304442485
Severity
None
Resolution
Open
Reproducibility
Always
Category
Gameplay
Additional Information

After some tests it seems that the original problem for which I opened this case is part of a more generic problem.

The problem is that a unit (player/AI soldier) can get negative score when destroying apparently enemy vehicles (a vehicle can be a car, tank or ammobox).

For instance if I am a soldier on BLUFOR side and I shoot and destroy an apparently east ammobox ("Box_East_Grenades_F") I get negative points (which is not what most players would expect). Why negative score points? I figured out it must be the vehicle's class attribute called "faction" (aka side) that is used by the score system to give negative/positive points to the unit that destroyed the vehicle. For instance the "faction" attribute of "Box_East_Grenades_F" vehicle has a value of "Default" which must be the civilian side. When a unit destroys any civilian sided vehicle it gets negative score points.

This is problematic in a mission I made because some of the respawn points are ammoboxes and if a unit destroys the enemy created ammobox (to prevent the enemy from respawning near) it gets negative score.

Suggestion: let the mission maker decide (through editor GUI interface and scripting command) to modify the side (by modifying the value of "faction" attribute or additional attribute used as a modifier for the score system) of the vehicle (this will solve the ammobox problem). In addition to this the score system should use the value returned by the "side" command when applied to the vehicle (this will solve the initial case problem when enemy gets inside friendly vehicle).

Event Timeline

d3nn16 edited Steps To Reproduce. (Show Details)Jul 13 2013, 1:01 PM
d3nn16 edited Additional Information. (Show Details)
d3nn16 set Category to Gameplay.
d3nn16 set Reproducibility to Always.
d3nn16 set Severity to None.
d3nn16 set Resolution to Open.
d3nn16 set Legacy ID to 1304442485.May 7 2016, 3:28 PM
Bohemia added a subscriber: ceeeb.Jul 13 2013, 1:01 PM
ceeeb added a comment.Jul 13 2013, 2:28 PM

Closely related to #5806

(High score value and side inherent to all vehicles, even if empty or crewed by different side)

This issue is very likely to affect all sides, not just BLUFOR

MadDogX added a subscriber: MadDogX.May 7 2016, 3:28 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.