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precisionAI is ignored by skillFinal calculation in MP
Closed, ResolvedPublic

Description

precisionAI isn't used to calculate skillFinal in MP environments as shown here (might add this diagram is still incorrect, I pointed it out here: http://forums.bistudio.com/showthread.php?159710-AI-Discussion-(dev-branch)&p=2851086&viewfull=1#post2851086)

Editor (Baseline):

    aiLevelPreset=3;
    skillAI=1;
    precisionAI=0.35;

van_rifleman aimingAccuracy 0.475
van_rifleman aimingShake 0.475

Server:

    aiLevelPreset=3;
    skillAI=1;
    precisionAI=0.35;

van_rifleman aimingAccuracy 0.8
van_rifleman aimingShake 0.8

Server:

    aiLevelPreset=3;
    skillAI=1;
    precisionAI=0.1;

van_rifleman aimingAccuracy 0.8
van_rifleman aimingShake 0.8

Server:

    aiLevelPreset=3;
    skillAI=0.5;
    precisionAI=0.1;

van_rifleman aimingAccuracy 0.55
van_rifleman aimingShake 0.55

Details

Legacy ID
786724967
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
AI Skill / Difficulty
Steps To Reproduce

Place one playable unit, place one non-playable named unit (mine was called van_rifleman).

Preview in editor and open console and use the following to return values:
van_rifleman skillFinal "aimingAccuracy"
van_rifleman skillFinal "aimingShake"

Values in the editor take in to account the precisionAI value, MP server does not.

Additional Information

I'm using the perf v2 client and server binaries for this test.

Event Timeline

Cyruz edited Steps To Reproduce. (Show Details)Mar 7 2015, 1:28 AM
Cyruz edited Additional Information. (Show Details)
Cyruz set Category to AI Skill / Difficulty.
Cyruz set Reproducibility to Always.
Cyruz set Severity to None.
Cyruz set Resolution to Fixed.
Cyruz set Legacy ID to 786724967.May 8 2016, 11:36 AM
Cyruz edited a custom field.
Bohemia added a subscriber: Dwarden.Mar 7 2015, 1:28 AM

Try server-only exec:
test = (UnitVarName skillFinal "aimingShake"); publicVariable "test";

The value of "test" *will* be affected by the precisionAI value set on the server. The bug seems to be in the propagation, not in the setting itself.

This also seems to affect units which are not local to the server:
Place a unit in ZEUS and set it's skill to 0.5. Local SkillFinal monitoring for any value will not take the server's precisionAI into account. However, when PVing the value from the server to the client, the result will be as expected.

Which value in this case is the "right" one however needs further testing.

Cyruz added a subscriber: Cyruz.May 8 2016, 11:36 AM
Cyruz added a comment.Mar 7 2015, 1:46 PM

Interesting, this seems correct, if I check the values via script from the server it has the same values as the editor...

Edit: Removed additional fluff, seems that this is working server-side only just not propagating to clients as written by Wolfenswan, however his bug is muuuuch more game impacting than this!

oukej added a comment.Mar 9 2015, 12:41 PM

Thanks for the report guys!

oukej added a comment.Mar 13 2015, 8:46 AM

Is now fixed in dev branch. Thank you for helping us improve the game.