The attached multiplayer mission will:
- create one unit per server and client,
- apply a subskill modification (aimingAccuracy),
- share the skill values over the network (skillFinal doesn't work with remote units),
- log the results to systemChat and the RPTs.
You only need a client and a dedicated server to reproduce, but there is a second playable slot provided for you to also test headless client behaviour.
I'm using separate profiles for client and server, but both have the following AI settings in all difficulty levels of the profile:
aiLevelPreset=3;
skillAI=0.40000001;
precisionAI=0.25;
All the old style skill settings from both profiles were removed by hand.
Example RPT output (with some annotations to show which is which):
"skillData dump"
[B Alpha 1-3:1,false,false,0.5,0.75,0.6] // headless client, server profile
[B Alpha 1-3:1 REMOTE,true,false,0.5,0.325,0.00999999] // dedicated server, server profile
[B Alpha 1-3:1 REMOTE,false,true,0.5,0.75,0.6] // my client, my profile
"end skillData dump"