Page MenuHomeFeedback Tracker

setDamage 0 does not always synchronize to clients
New, WishlistPublic

Description

Run on the server for some damaged vehicle:

_veh setDamage 0;

Sometimes the vehicle stays damaged on clients.

Details

Legacy ID
3812267732
Severity
None
Resolution
Open
Reproducibility
Random
Category
Multiplayer

Event Timeline

galzohar edited Steps To Reproduce. (Show Details)Jul 23 2013, 9:12 PM
galzohar edited Additional Information. (Show Details)
galzohar set Category to Multiplayer.
galzohar set Reproducibility to Random.
galzohar set Severity to None.
galzohar set Resolution to Open.
galzohar set Legacy ID to 3812267732.May 7 2016, 3:38 PM

Update: Seems to get broadcasted across the network, but only take effect where the vehicle is local.

Unable to reproduce. All clients see the vehicle repaired.

Make repro mission.

You're probably not calling it on the computer who owns the vehicle.

Read more about locality here http://community.bistudio.com/wiki/Locality_in_Multiplayer

What is server FPS when this happens?

Happens on hosted server too, 25+ fps.

Some more testing shows that regardless of which machine is setting the damage, it is only applied where the vehicle is local.

I tried running it only where the vehicle is local, still sometimes same issue - Only machine that ran the command sees the effect. Seems impossible to repair via script right now unless I'm missing something...

gdscei added a subscriber: gdscei.May 7 2016, 3:38 PM

This issue still seems to be there.. testscenario:

  • Have a mission that doesn't end upon all players disconnecting
  • Run mission on server
  • Join client, execute command for example: "(whatevervehicle) setDamage 0.8;"
  • Leave game
  • Join back in
  • See vehicle is not damaged anymore.

This also happens when you try to execute these commands on the server side and client joins, and can't see the damage. It seems to be some kind of desync issue with damage. I've only tried this with buildings btw.