Jump to content

Recommended Posts

Posted (edited)

Hi ;)

 

So, for the multiplayer version of the Polychop Dixmude campaign, I decided to use "client groups", which means that I create 1 group of 4 aircrafts, each of them being client.

 

MAIN ISSUE :

 

In these conditions, I had several big issues on beta that I was unable to reproduce on stable :

 

- Radio triggers, whatever the category (to all, to group ...) won't display for any player.

- Written messages, whatever the category, won't display.

- Audio messages, whatever the category, won't play.

 

Again, it works on the stable, but as you may know, updates usually come first on beta... So If we release a broken version... Well. ^^

 

SECONDARY ISSUES

 

1) Issue regarding the "follow" advanced action with clients.

An aircraft won't follow a multiple clients group, even if AI is activated once all players are in cockpit, it's too a big problem for the campaign, I can get around them by giving a real flight plan to the AI helicopters, but it will be very less fun and quite risky. This issue, as the following ones, is common to all versions.

 

If I use simple client groups (1 group = 1 client ), then the aircraft will follow the client I asked him to follow. BUT, if the followed player dies, even with simple, elegant, logical triggers (I think you can trust me on this one...), which ask to the AI to follow a second player, well, AI will make an RTB.

 

BUT these triggers work in solo if client aircrafts are replaced by AI. So it's a client issue.

 

Example :

 

4 groups of 1 client gazelles. All are being played by players. An AI Apache follows one of the clients. Once this client crashes, even if asked by trigger to the Apache to follow a second client, Apache will make RTB. If I do the same with only AI, or player as the first gazelle to crash, it will work.

 

2) Illogical AI behavior with multiple advanced actions.

AI Apache is set in "passive reaction", "Hold fire"

AI Apache is following the another aircraft.

AI Apache is asked to do not follow anymore (by trigger, marker ...)

2 sec after, AI Apache is set on "Fire on designated" (by trigger)

2 sec after, AI Apache is asked to attack a tank group (by trigger)

Once tank group is destroyed, AI apache is asked to attack a second tank group (by trigger).

Apache doesn't attack and makes an RTB

No visibility problem, advanced triggered actions were set in the right order.

 

It so forces to disable this Apache, and to activate a new one.

 

 

 

There are other issues that I could experiment during the creation of the Dixmude operation campaign, which is a 1K triggers, fully scripted 12 missions campaign, these ones are IMO the more important, and absolutely need a fix on the next weeks if you want Campaign producers to be able to improve the general quality of their work.

 

Nicolas

Edited by dimitriov
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...