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- Mar 9 2013, 2:50 PM (615 w, 1 d)
May 10 2016
For completeness, this also affects controlling UAVs.
Steps to repro with attached mission:
- Begin mission
- Observe hint showing "Assigned team is: MAIN"
- Take control of the UAV
- Observe hint changes to "Assigned team is: <null>"
- Release control of UAV
- Observe hint reverts to "Assigned team is: MAIN"
Expected results:
- hint message doesn't change when taking/releasing control of the UAV.
Tried to make a repro (attached with OA and A3 versions) but I can't seem to reproduce the issue even in OA 1.63.
You can observe when the test switches from using publicVariable to the more specialised versions with the network tab in resource monitor: http://i.gyazo.com/73f19b35e340902863a93e1c03da3270.png (orange line is filtering for my Arma client)
The underlying issue is wanting to know if a user is the server admin (either by voting or by logging in).
For the future, it might be more robust to have a specific, more discoverable feature (e.g. isAdmin) for this rather than being another "one weird trick". ;-)
This can be closed as fixed.
Update: also can be reproduced with a dedicated server.
Looks like the game is using single precision: http://codepad.org/hcwPbKPf (I think you'll find a few game engines using single precision in 2014)
Also looks like (as with JavaScript) there is strictly no integer type, just operations on floats: http://codepad.org/YK8G2YV0
I am, of course, not implying that double precision would give exact answers, just the appearance of meeting expectations in these simple cases.
Updated repro mission for testing against the devbranch HC implementation.
This mission is also an example of the problem I mentioned in the thread: http://forums.bistudio.com/showthread.php?183918-Dedicated-Client-Headless-Client-feedback-%28dev-branch%29&p=2791917&viewfull=1#post2791917
Specifically, you can't use this test mission as-is unless you use the profile name I used (or you edit the mission).
Retested with 1.26 stable, still present.
Minor amendments to the repro mission:
- Fixed spelling - repro not repo :P
- Enabled automatic role assignment to make setting it up faster
- Should be a bit clearer which part of the code is the exact repro and which bits are supporting.
- More detailed reporting, including an acceptance test at the end:
"skillData values for current units: [player name, created unit, isServer, hasInterface, overall skill, aimingAccuracy before adjust, after adjust]"
["zx64",B Alpha 1-3:1,false,true,0.5,0.75,0.6]
["<Server>",B Alpha 1-3:1 REMOTE,true,false,0.5,0.325,0.00999999]
["test",B Alpha 1-3:1 REMOTE,false,false,0.5,0.75,0.6]
"end skillData dump"
"ERROR: Subskill values mismatched."
You'll see "OK: All subskill values match the first entry." if the bug is fixed (or there's only entry)
Update for 1.30: HC doesn't autoassign (if the mission has the default value for joinUnassigned) but also doesn't make a slot disappear.
Found this out with some unrelated testing, not necessarily directly useful but you never know...
If the mission has joinUnassigned=0 and disabledAI=1 in its description.ext, the headless client is able to automatically join "properly" (as in, spawns as a player in game).
Note that just joinUnassigned=0 on its own isn't sufficient.
Can confirm this is in dev branch (also checked 1.32 stable but the change didn't make it in).
This can be fixed by setting gunnerForceOptics = 0; in the MainTurret definition for Heli_Transport_01_base_F.
May 9 2016
Confirmed resolved in productVersion ["Arma 3 Alpha","Arma3Alpha",52,103279,"Stable"].
Thanks :-)