Thanks a lot for the info and repro missions provided :)
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Dec 2 2016
Got a repro, thanks a lot for your help guys ;)
Will try this, thanks for that :)
selectPlayer must be used to transfer the player to a new body. Then all these new open issues reproduce.
Could it be that this is also related to "selectPlayer"? Switch from the unit you get from the lobby slot to another and then disconnect.
@ExileMod @He-Man Please check out the progress on that ticket, perhaps you will be able to help as well :) Thanks
yet again, I am unfortunately unable to reproduce this.
Seems to be impacting Battle Royale as well. Now, when players disconnect, no event is fired to notify the server, and AI takes over the body. (body should die / not be transferred to server)
Yes this is the exact same issue that occurred in previous arma version perf build 1.
Which was reverted
seems to work tho :)
No Mission.
This editor, selecting drone operator.
I will try in the evening. It was stored in a sample editor, from the past. Maybe this problem.
But it seems I have tried and the new selection.
Enable the PIP screen on the person, always broadcast from the pilot chamber.
Okay, thx for your Feedback. Someone has already made a topic about the HandleDisconnect:
https://feedback.bistudio.com/T121736
@He-Man I cannot confirm or deny that HandleDisconnect is not working anymore, but I "feel" it is not. This is a vague statement, but most mods clean up disconnected player objects via deleteVehicle. I have seen that in Exile and Battle Royale the players turn into AI when they disconnect. They are not being removed anymore. That means it could be that HandleDisconnect is affected by the same issue as onPlayerKilled.
Can confirm this!
@ExileMod, you are right. I just wanted to clearify the Question from Infistar...
addMissionEventHandler ["HandleDisconnect", {...}]; <--- is broken
In T121717#1539686, @infiSTAR wrote:are you sure about the HandleDisconnect? I got not problem after applying a small dirty fix to Exile Server for the "KIlled" problem
Steps to reproduce:
- Start the attached mission RespawnBug.Stratis.pbo2 KBDownloadin MP
- Press ESC > Respawn. Wait five seconds to respawn.
- Press ESC and execute selectPlayer p2 via debug console. Player should be switched.
- Press ESC > Respawn
- No respawn time is visible but a slightly blurry screen. The respawn is broken.
Regarding this:
Here is a simple mission with comments in hints to reproduce:
166-repro.vr.zip (mainly you should read init.sqf)
I can only speak for Exile, not for the other mods. But in our case, the CfgRespawnTemplates is a part of the config. So doing only a repro-mission will not lead to the same results, since this is a mod, not a mission.
@Reaper1243 It is relevant and it is actually already under investigation. But I don't have much more info about that so I am trying to simply gather more info because as I mentioned, it seems to work with the most basic setting on Stable branch (I have attached the mission in one of my previous comments). No attempts to reword this, simply trying to figure it out.
would you mind uploading a simple repro mission or a video demonstrating the issue?
Isn't what "exilemod" stated relevant? "I remember that one of the perf builds before 1.66 had the exact same issue. I believe it was perf2. The change in this perf build was revoked the day (or two days) after and perf3 was released. Now it seems the same issue has slipped through the quality check and has been released."
I understood. This ticket is not very important. A significant problem in other ticket. It appeared at the same time.
https://feedback.bistudio.com/T121561
What under this ticket? There will be a correction for it. It breaks use of monitoring in the PIP screen. Tactical monitoring in PIP it isn't possible. Monitoring is possible only in the control panel of the UAV or in control of the camera of the UAV.
It breaks a possibility of performance of a task and simultaneous monitoring of a situation.
This one is most odd, I have not seen any similar reports.
And also @infiSTAR mentioned some "dirty fix", could anyone please provide an info on that? perhaps that will help too.
Perhaps you can try to use this and adjust it (try only the most basic things), the simpler the repro mission is the easier it will be to rule out other options and pinpoint the issue as it seems that at least basically the onPlayerKilled in the respawn template works.
Where do you have the Respawn Template defined? Is it in description.ext or a config file?
In Windows 7 x64 & Arma 1.64 + 1.66 the XBox One Elite controller doesn't work as 'customizable controller'. (No inputs are registered.)
(Inputs were fixed in some of the performance binaries and worked until 1.64 v9, dead zone were missing.)
It does work as 'controller with scheme'.
Also, I do not know if it helps, but as mentioned above one of the Perf builds had the exact same issue. Another Perf build was released immediately to solve this issue. Maybe you can dig a little in the past and see if you can find that.
The exact issue is, that since 1.66 the onPlayerKilled defined in the respawn template is not invoked anymore when the player dies. onPlayerRespawn is still functional as before. It used to work for ages, but stopped to work yesterday.
thank you for the feedback. Would you mind providing some more details? What exactly seems to be the issue.
Thanks for the feedback.
I do not understand what you are saying, @SamBorn. Perhaps an exception could be made that you write in your native language.
The 1.66 update on Dec 1st 2016 appears to have fixed this.
are you sure about the HandleDisconnect? I got not problem after applying a small dirty fix to Exile Server for the "KIlled" problem
In T121613#1539362, @ARKAAZZ wrote:error code 0x0000DEAD - Unknown with the version under dev: 1.67.139502
I can't find the RC
HandleDisconnect event also not firing.
+1
Issue persists in 1.66
// fn_selectRespawnTemplate.sqf
, - if (_isDeath && alive player) then {
,+ if (_isDeath && {alive player} && {!unitIsUAV cameraOn}) then {
this is maybe related to this issue: https://feedback.bistudio.com/T121730
Dec 1 2016
"upvote"? dont know if this is how im supposed to do it
ARSENAL WORK HERE PERFECTLY
Problem is not just on the clients, it is also on the server
Breaking Point is also affected: https://twitter.com/NoHrt_zi/status/804439418924765184
"Quality" check
Bug still exists after the current Update
error code 0x0000DEAD - Unknown with the version under dev: 1.67.139502
I can't find the RC
QA department for the win.
"Quality" check
added a subscriber
annnnnnnnnnnnd Check
"Quality" check
ok i will try RC release.. Could you please share the code?
Is there a RC under testing now?
Issue still exists with patch 1.66
Issue still exists with patch 1.66