As title says, on a dedicated server units of the same side are not properly synchronized to the Commander if no subordinate modules were used. It does work fine when testing locally.
Description
Details
- Legacy ID
- 1598945549
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Dedicated Server
For editor placed:
- Create a simple mission in the editor with one playable unit.
- Place a high command module, name it and synch it to the playable unit.
- Create AI groups of the same side as the playable unit.
- Start the mission and press CTRL+Space. You should now be able to control the groups.
- Upload the mission to your dedicated server, connect and slot.
- Press CTRL+Space. Nothing happens.
- Use the debug console to check "sychronizedObjects player". The Command module is properly synched.
For script-added placed:
- Create a simple mission in the editor with one playable unit.
- Create AI groups of the same side as the playable unit.
- Start the mission and use the debug console to execute:
createcenter sideLogic;
hc_command = (createGroup sideLogic) createUnit ["HighCommand",getPos player,[],0,"NONE"];
player synchronizeObjectsAdd [hc_command];
- If you press CTRL+Space you should be able to control all groups of the same side.
- Upload the mission to your dedicated server, connect and slot.
- Use the debug console to execute aforementioned code. Press CTRL+Space. Nothing happens.
- Use the debug console to check "sychronizedObjects player". The Command module is properly synched.
Using
{if (side leader _x == side *unit*) then {_hc hcSetGroup [_x];};} forEach allGroups; inside the mission; *unit* is replaced with the name of the unit synched to the High Command module
does reliably put groups under the command of the Commander unit, both local and on server. AI locality however remains with the server.
Event Timeline
I consider high command a very important modulle and gameplay experience, they should fix everything related to high command, and add more tactical options.+1
Updated the ticket. It appears High Command does work when subordinate modules are used but it does not properly sync units of the same side when no subordinate modules were used (by default it should put all groups of the same side under command of the unit that is synched to the Commander Module).