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Scripting Engine Bug with mark related events in multiplayer


CakeSorbus

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Hi folks,

 

I found a bug in the scripting engine that isn't listed in Grimes List yet.

 

It relates to the handling of the events

 

S_EVENT_MARK ADDED (event.id 25)

S_EVENT_MARK CHANGE (event.id 26)

S_EVENT_MARK REMOVE (event.id 27)

 

in the multiplayer environment.

 

 

Here's the event page on Hoggit: https://wiki.hoggitworld.com/view/Category:Events

 

 

 

I've noticed that the field event.initiator always get populated with the unit that the server host is currently sitting in, no matter which player actually created, changed or removed a mark.

 

I have attached the test mission I have used to test this bug after I first stumbled upon it. In it I run a simple script that returns some fields of the event table as .outText.

 

This bug is pretty annoying to me because i have written a script that provides Zeus-like functionality to DCS and uses map markers as its input method. Without a way to know who created a marker I have no way to effectively limit the access to the Zeus functions, or return status messages only to the player that sent a command. :(

Testmission.miz


Edited by Cake/Sorbus
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  • 2 months later...
  • 2 years later...

It seems the bug is still there

ChromiumDis.png

Author of DSMC, mod to enable scenario persistency and save updated miz file

Stable version & site: https://dsmcfordcs.wordpress.com/

Openbeta: https://github.com/Chromium18/DSMC

 

The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.

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