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config_private.py reads CO settings wrong

Posted: 2017-01-26 11:18
by Heavy Death
Disabling the CO slots on all gamemodes does not work as intended in game - CO slot is still enabled and visible. In one case I have been kicked from the server due to early squad and when I rejoined it and switched to the other team and went onto the squadscreen, the CO line dissapeared infront of my eyes. On 4 other occasions with those lines unchanged, the CO slot remained. It was done on the same passworded server all of the time.

Also when creating an early squad, a message or something flashes for a split second behin the map and the squadmenu, maybe that has something to do with it, maybe not.

Code: Select all

# PROJECT REALITY ASSAULT AND SECURE COMMANDER
# Enable/Disable commander in AAS
# Default is enabled
C['AAS_COMMANDER'] = 0
#
#
# PROJECT REALITY INSURGENCY COMMANDER
# Enable/Disable commander in Insurgency
# Default is enabled
C['INSURGENCY_COMMANDER'] = 0
#
#
# PROJECT REALITY COUNTER-ATTACK COMMANDER
# Enable/Disable commander in Counter-Attack
# Default is enabled
C['COUNTER_COMMANDER'] = 0
#
#
# PROJECT REALITY COOP COMMANDER
# Enable/Disable commander in Coop
# Default is enabled
C['COOP_COMMANDER'] = 0
#
#
# PROJECT REALITY SCENARIO COMMANDER
# Enable/Disable commander in Scenario
# Default is enabled
C['SCENARIO_COMMANDER'] = 0
#
#
# PROJECT REALITY SKIRMISH COMMANDER
# Enable/Disable commander in Skirmish
# Default is enabled
C['SKIRMISH_COMMANDER'] = 0
#
#
# PROJECT REALITY CNC COMMANDER
# Enable/Disable commander in Command and Control
# Default is enabled
C['CNC_COMMANDER'] = 0
#
#
# PROJECT REALITY VEHICLE WARFARE COMMANDER
# Enable/Disable commander in Vehicle Warfare
# Default is enabled
C['VEHICLES_COMMANDER'] = 0
#
#
# PROJECT REALITY OBJECTIVE COMMANDER
# Enable/Disable commander in Objective
# Default is enabled
C['OBJECTIVE_COMMANDER'] = 0
I'm not ruling out a fault on our side completely yet, but the other changes I do believe work as intended.

Re: config_private.py reads CO settings wrong

Posted: 2017-01-26 12:15
by AlonTavor
Code seems fine.
Disabling commander uses a simple vanilla BF2 command, if its bugged then its more likely a DICE issue that we can't easily fix without diving into binaries.

Re: config_private.py reads CO settings wrong

Posted: 2017-01-26 12:18
by Heavy Death
It worked flawlessly in 1.3.

Re: config_private.py reads CO settings wrong

Posted: 2017-01-26 16:12
by AlonTavor
Will look into it.

Re: config_private.py reads CO settings wrong

Posted: 2017-01-26 23:28
by Heavy Death
There seems to be a round start issue - Using Muttrah AAS Alt, although map makes little difference.

Round start delay is set to 300 (private.py), squad making at 241 (common.py), round starts at 5 minutes in, squads cannot be made until 00, strange in itself.

CO slot remains usable at all times EXCEPT when I get kicked and join post round start. Haven't tried manual reconnect, but I suspect the same result.

However, there is no other functionalities that can be tested prior round start, and everything else post round start seems to be working as intended. I have to add that I have been testing changes alone on the server. Will repeat the process with 1 additional player tomorrow and move over the weekend.

Re: config_private.py reads CO settings wrong

Posted: 2017-01-29 09:16
by Heavy Death
The round starts, after loads of head scratching by tobi, came with these results - squad making time is deducted from the round start time, so if the round start delay is 300 and squad timer 241 (which would be desired 4 minutes in my case), actually makes the squads being able to be created at 0:59, not 4:01.

Anywho, rivers did mention that it worked on next round, even with the "broken setting", so we will put that to the test today hopefully and make sure what is the case.

CO issue will be tested in the same manner too.

EDIT:

Round timer set to 5 (300) and squad making set to 4 (60) did not work, however squads could be created at 2:00, which is (180), CO slot present. Then we restarted the round, battle indecisive and and the second round of the identical settings, squads could be created at 4 minutes and CO slot dissapeared when the first squad was made.

Then the server was restarted with the kick for early squads turned off, and squads could be created at 4 min in the first round, the CO slot still visible though.

Also, flags can be capped with one person, despite in the private.py being set to 4 (default is 2), so it effectively works as n+1, instead of n+2 for default or n+4 for my change. (Still have to test it on one of our public servers to see if it can be reproduced on the public settings.)

Re: config_private.py reads CO settings wrong

Posted: 2017-01-30 09:41
by AlonTavor
flags can be capped with one person
If there are less than 'AAS_MINNRTOTAKECONTROL' * 2 (<4 default) players on the server, you can cap with a single player.

Re: config_private.py reads CO settings wrong

Posted: 2017-03-14 18:40
by AlonTavor
Commander disabling is broken and buggy DICE code, seems like another unfinished feature from DICE. You should write your own if you really need it for events, its about 4 lines of code:

-Listen to the 'ChangedCommander' ([teamID, oldCommanderPlayerObject, newCommanderPlayerObject]) event
-Resign new commander (by switching team twice) (playerObject.setTeam())


We're still checking it though.

Re: config_private.py reads CO settings wrong

Posted: 2017-03-15 14:32
by Heavy Death
For it's intent and purpose I can use it as we run a seeding map first, but I noticed the round start time to be a bit on the short side on the second map. It's like that works on the first map, but CO bugs out, next map everything else seem to work, but not the timer. Might be slow loading though so maybe you should check with a faster PC.

Re: config_private.py reads CO settings wrong

Posted: 2017-03-15 15:23
by AlonTavor
While keeping the setting set to off in private.py, Try putting:

Code: Select all

import host
host.sh_setEnableCommander(0)
in __init__.py. Shouldn't matter where.

Maybe DICE didn't want it to be changed after map-load.