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v1.4 Public Python Beta Testing

Posted: 2016-08-07 13:53
by Mats391
Today we started a public test for upcoming v1.4 Python(our main gameplay coding language in PR:BF2) changes and fixes. The test will run for one week and will be hosted on these servers:
PRTA EU
Hardcore
Report bugs and feedback from playing on these servers here: Feedback thread

These are server side changes. You don't need to download anything!

Changelog:

Realityassets:
  • Updated outpost overrunning system. They now get overrun when:
    • 8 soldiers are within 150m
    • 4 soldiers are within 100m
    • 2 soldiers are within 50m
  • Outposts stay overrun for 30 seconds and will become active 90 seconds after being build
Realityvehicles:
  • Increased first disable roll limit to 50% up from 40%
  • Increased second disable roll limit to 25% up from 20%
Realitycivilian:
  • Spawning as civilian medic should now be considered helping the insurgency
  • Civilians are now considered helping the insurgency using the shovel or deploying assets
AAS:
  • Active flag markers should be more reliable
  • Made attackers unable to "hold" a flag. If you do not have the required 2-1 ratio the flag will go back towards defenders. If neither team controls flag, it goes back towards neutral.
  • Fixed players being considered as capping a flag in situations they shouldn't
INS:
  • Cache markers should be more reliable
  • Removed spawn point from unknown caches
  • Intelligence points are now capped between -50 and +50
General:
  • Bug fixes
  • Improved error logging
Realityadmin:
  • Added new way to target players: @<playerIndex> to target player through player index and #<squadNumber><us|them> to target whole squad. These work for all commands except squad targeting wont work for !report to prevent admin spam
  • Player tags are no longer considered when using name part
  • Removed commands that we found to be obsolete, cause issue or were not working as intended: !scramble, !vote, !remove, !save, !change, !restart
  • Added check for player name violations on connect
  • Moved squadless kicking to realityadmin
  • Added early squad resigning and kicking
  • !help should now list all commands you are allowed to use instead of all commands
  • Added new optional parameter 'next' to !switch. It marks player to be switched on next round. E.g. admins decide to switch squad 4 of his team on next round for balance: !switch #4us next

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 15:16
by PeppeJ
[R-DEV]Mats391 wrote:Intelligence points are not capped between -50 and +50
So this implies that if Blufor kills 20 civis they will end up at -200 IP? So they need to get +250 IP to reveal a cache? That's brutal.

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 15:19
by Mats391
PeppeJ wrote:So this implies that if Blufor kills 20 civis they will end up at -200 IP? So they need to get +250 IP to reveal a cache? That's brutal.
That is meant to be a "now" :p

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 15:46
by Atoli_Kusaka
We are using !scramble command in Japan server.
Please don't remove this.

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 15:56
by Barbrady
Realityvehicles:

Increased first disable roll limit to 50% up from 40%
Increased second disable roll limit to 25% up from 20%

Can you please explain this more? :)

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 16:08
by exel82
It would be nice if you hard-coded the !admins command and it would also help if it showed "real" admins and lite admins separately.

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 16:54
by PeppeJ
Barbrady wrote:Realityvehicles:

Increased first disable roll limit to 50% up from 40%
Increased second disable roll limit to 25% up from 20%

Can you please explain this more? :)
When you get hit with AT in a vehicle the chance that you get disabled (tracked, stuck gun) is higher. This is what I make of it at least.

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 17:28
by Mats391
Barbrady wrote:Realityvehicles:

Increased first disable roll limit to 50% up from 40%
Increased second disable roll limit to 25% up from 20%

Can you please explain this more? :)
There are two HP levels at which the game will check if your vehicle should be disabled by rolling a number. These levels have now been increased to 50% and 25% of your HP.

exel82 wrote:It would be nice if you hard-coded the !admins command and it would also help if it showed "real" admins and lite admins separately.
We wont do the hardcoding, but also see no reason to disable this command now. It will list admins with just name, PRISM admins with (PRISM) and for lite admins (LITE) behind their name

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-07 20:38
by Mats391
We fixed the issues with player scores as well as some other minor errors.

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 03:58
by Brazooka
Does that mean that all of this changes are to be seen on v1.4 when it comes out? :confused:

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 09:22
by My_Self
Civilians are now considered helping the insurgency using the shovel or deploying assets
More on this?
Do i "help" when i have a shovel/phone out or when i'm actually using them?
Are there any delays between switching?

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 09:35
by Mats391
My_Self wrote:More on this?
Do i "help" when i have a shovel/phone out or when i'm actually using them?
Are there any delays between switching?
When you take a shovel out you are considered helping similar to how it works with the Epipen. For the phone you actually need to place a debloyable through the comorose to be considered helping. You can freely run around with your phone and stay in contact with your family or spot enemies :)

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 10:10
by My_Self
So are you saying i can't molest bluefor with my shovel now? Unacceptable!

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 10:31
by Jacksonez__
[R-DEV]Mats391 wrote:When you take a shovel out you are considered helping similar to how it works with the Epipen. For the phone you actually need to place a debloyable through the comorose to be considered helping. You can freely run around with your phone and stay in contact with your family or spot enemies :)
Does this reset the ridiculous 2 min civi timer if I have shovel in hand and switch it to melee again?

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 10:33
by My_Self
I believe it doesn't, the same way it doesn't with the epi.

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 11:01
by Mats391
Jacksonez__ wrote:Does this reset the ridiculous 2 min civi timer if I have shovel in hand and switch it to melee again?
Yes. Stay away from shovel.

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 11:02
by My_Self
Shovel resets the timer but epi doesn't? What the hell?

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 11:14
by Mats391
My_Self wrote:Shovel resets the timer but epi doesn't? What the hell?
Epipen does as well. Not sure why you thought it didnt. These are the weapons you should not select unless you are about to use them:

Code: Select all

# Weapon prefix that permits attackers to kill the civilian inside the ROE
# Default is resuscitate, epipen, epipen_idx6
C['CIV_KILL_WEAPON_TEMPLATES'] = ['klappspaten', 'resuscitate', 'epipen', 'epipen_idx6']

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 11:17
by My_Self
[R-DEV]Mats391 wrote:Epipen does as well. Not sure why you thought it didnt.
Because this is what it says in manual:
p31 wrote:Perform a resuscitation or administer an epinephrine shot
[R-DEV]Mats391 wrote:These are the weapons you should not select unless you are about to use them
Wow, TIL. You do realize it's extremely easy to select a weapon accidentally, right?

Re: v1.4 Public Python Beta Testing

Posted: 2016-08-08 14:03
by LiamBai
[R-DEV]Mats391 wrote:You can freely run around with your phone and stay in contact with your family or spot pokemon :)
Fixed this for you.