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CIVI Issue? Change? Bug?

Posted: 2018-01-20 23:38
by RAWSwampFox
Good Evening,

I don't know exactly how to report this since there is no visually accurate way to measure intel points. IMO, over the last 4 or more updates, martyrdom is becoming a null factor in the game. Caches are popping faster regardless of my squads hardcore martyrdom. No one appears to get executed anymore for martry'ing more than 4 CIVIes.

I don't totally trust the manual for this as it has been inaccurately vague for forever, yet we all still say go read the manual. Go figure.

Due to the constant changes on PR, I haven't updated my CIVI guide in forever and I'm not sure I want to at this point due to the seemingly ineffectiveness of martyrdom. I can't tell whether it is just the CIVI system that isn't functioning correctly or if it is just an issue on some maps.

Has anyone else seen this or feel that something is up?

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-20 23:47
by AlonTavor
Tracker records Intel. However I haven't made any UI to display it. If you hit ctrl-shift-i, you can type "intel" in console, and it'll print the current intel.

The civi/intel code hasn't been touched in years but its possible something else broke it. If you find an issue, let me know.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 12:29
by doop-de-doo
I can attest to RAWSwampFox's report. While civilians can spend an entire round working that mechanic, the only noticeable effect they have is getting arrested, which generally gives BLUFOR a free cache location.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 13:53
by RAWSwampFox
Good Morning,

I have been unable to use the command sequence Alon has presented. Would it be possible that I'm doing it wrong or it requires admin rights? When you say Tracker, is that a separate program?

>>Edit
Is this what your talking about? https://www.realitymod.com/forum/f10-pr ... acker.html

I'm still digging.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 14:31
by AlonTavor

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 14:36
by doop-de-doo

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 14:56
by AlonTavor
doop-de-doo wrote:http://eu1.prta.co/servers/prbf2/tracke ... Rdemo#1117

Help me find it please? :'(
No interface for it.
Ctrl-Shift-I to open the dev console (Both Chrome and Firefox use this shortcut). type "intel" in console and it will print current intel.
Image

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 14:59
by AlonTavor
Example around 3:52, "Brepta" kills a civi "=TBA= BJC". Intel goes down from 15 to 10.
I don't remember if its supposed to be 10 or 5 penalty, but this code wasn't touched in ages....

Edit: Seems fine.

Code: Select all

# How much intel needed to reveal an objective on the map
# Default is 50 intel points
C['INSURGENCY_REVEAL_INTEL'] = 50

# How much intel lost for killing a civilian
# Default is -5 intel points
C['INSURGENCY_INTEL_CIVILIAN'] = -5


# How much intel for killing a normal insurgent
# Default is 1 intel point
C['INSURGENCY_INTEL_KILL'] = 1

# How much intel lost for killing a civilian car
# Default is -5 intel points
C['INSURGENCY_INTEL_CIV_CARS'] = -5

# How much intel for capturing an insurgent
# Default is 10 intel points
C['INSURGENCY_INTEL_CAPTURE'] = 10

If you find any of these numbers not working correctly, let me know. These are by design.
There are some special cases and multipliers that happen only when the server has less than 32 players, not going to bother looking into them.

They are also clamped at +-INSURGENCY_REVEAL_INTEL. That is, if you have 2 caches visible and 50 intel, you will not go past that. If you have -50 Intel and start killing civis, it'll not go below.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 15:19
by doop-de-doo
Thanks for the help and the stats.

IMHO, the timer is the main reason that civvies can't do their business effectively. I won't go any further because I have no interest in high-jacking the thread.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 15:47
by AlonTavor
I think not many people understand that shotgun can arrest civies. That part is actually in the manual so blame's on them!

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 19:06
by Rabbit
A civilian will also be punished if he dies within 5m horizontally and 1.5m vertically of armed insurgents.
Tbh this makes me sad still.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-21 20:52
by RAWSwampFox
Good Afternoon,

While I understand the fact that most do not read the manual regarding the arrest mechanisms, there are at least a handful of players that I personally know who, when they are online, dislike insurgency so much that they use the CIVI martyrdom to sabotage the round so they can quickly move on to the next 4k asset whore map.

I love to crunch data but I don't know that I will have enough time to do it. Suffice it to say, I would love for the intel system to be revisited to balance things out again as I believe it has become nerfed. I don't believe much of anything nowadays in regards to martyrdom consequences as I have seen folks with -900 still alive and killing folks. I'm not even sure the amount of time is 5 minutes after killing 4 CIVIes. Back in the day, you couldn't get a special kit if you tk'ed or martyred so many folks, don't know if that is still in play.

Oh well, I thought I would vent a bit to see if something was up.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-23 13:44
by doop-de-doo
I've been killed as a militant (helping the insurgency) possibly because some fighter had been near me previously.

For the purpose of clarifying the case: a player drove past me in a civilian car and about 15 seconds later I was shot as a fighter. That means that I sat around on civvie timer for 2 minutes for nothing.

Rather infuriating after this happens repetitively. This is like punishing players when others accidentally step on their mines, a bit unnecessary, IMHO.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-23 13:59
by AlonTavor
The latest tracker version shows current Intel next to ticket count, if you want to look into it more.
https://storage.googleapis.com/prdemovi ... index.html

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-23 18:43
by Fastjack
A civilian will also be punished if he dies within 5m horizontally and 1.5m vertically of armed insurgents.
Tbh this makes me sad still.
Hmm, seems like the civie get also punished when another UNARMED civie stands close to him! Or better we BLUFOR didn't get punished for killing civilians when 2 of them stands close together.

Withnessed last days on fallujah this:

We saw to civies (one in white shirt and one in blue pants unarmed) heading across the fields near at A6 compound.
They ran up to a logitruck wreck for cover or stealthness whatever. SL told us to let them go.
I told the members that we can shoot them when they reached the cover because than they would be closer than 5 meters together.

Worked well! We shoot both civies without punishments.

Now i'm reading the part with the 5m horizontally away from ARMED insurgent.

My question is now can i continoue this tactic, waiting that 2 civies are close together and shoot them without getting punished?


@SwampFox

You should definetly focus in your guide the part with civilian vehicles.
Those vehicles can be used to block cache locations / entrances and when APC's or CAS try to pown the cache they will destroy the civie vehicles.

Should be used more often.
Building roadblocks and place multiple civie cars behind it and when it rains MK19's it will result in minus points/Intel penalties.
Only problem is some guys stealing always the cars to die 50 meters away or reseting they timecounter / RoE for those civie cars.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-23 19:04
by AlonTavor
That shouldn't happen...

Code: Select all

   
# Checks if civilian is too close to armed insurgent
def isTooClose( player ):
......
for p in rcore.getPlayers( playerTeam ):
     if [b]isCivilian( p )[/b]:
         continue

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-23 19:11
by UTurista
[R-CON]Fastjack wrote:Hmm, seems like the civie get also punished when another UNARMED civie stands close to him! Or better we BLUFOR didn't get punished for killing civilians when 2 of them stands close together.
If this happens then it is an issue, cause looking at the code it shouldn't happen. [-]I believe what you witness was just one those civis being inside ROE which made the other also being inside and therefor making that a legit kill.[/-]

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-23 20:20
by Acecombatzer0
I thought the 2 minute timer doesn't reset when a Civi is too close to an armed kit?

I'm pretty sure you're a Civi again when you space yourself again.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-23 23:31
by RAWSwampFox
Good Evening,

Let's clarify some things unless the patch has changed something that I'm unaware of, which is possible.

1. The only thing that resets your timer is switching kits, entering or exiting any asset, pulling out your shovel or shoveling, epipen, medic bag. I think this is it.
2. The 5m horizontal and 1.5m vertical has only to do with the DEATH and nothing else. If you DIE within those distances respectively, you will not martyr.
3. Again, any vehicles or armed insurgents that are within the above stated distance does not reset your timer.
4. Multiple CIVIes being close together does not mitigate the martyrdom. Fastjack, the only reason I can think of is that the CIVIes timer was not up.

Regarding the CIVI cars, I am not clear as to the amount of intel they decrease. I remember reading this in a changelog but do not remember any specific number being mentioned.

The timer has kind of become a non-issue, especially if you have a full squad working martyrdom. It has been said that if you are revived you are instantaneously martyr'able. I have yet to verify this and this may be a glitch/bug.

Remember martyrdom is about 1> 2 min timer 2> distancing at death 3> no gun, that's it.

Re: CIVI Issue? Change? Bug?

Posted: 2018-01-24 00:09
by Fastjack
If this happens then it is an issue, cause looking at the code it shouldn't happen. I believe what you witness was just one those civis being inside ROE which made the other also being inside and therefor making that a legit kill.
That's the part i cant really tell.
About time : I'm sure atleast 30 seconds passed away before we opened fire.

I cannot tell if the blue pantie civi was in the RoE. But i shoot him first and another teammate shoot the whiteshirt civi a second later.

@Talon/UTurista: I can confirm that both guys was unarmed.
What check the python does? If the civi is close to an armed player or it checks if the civi is close to another player that has civi status??

So to clarify things for the future because i telling people ingame that they can shoot 2 civies that are close together.

1. When two civi's are close together and outside of RoE, they can stand close together and die as martyr when they got shoot?

2. When 2 civi's are close together and one of them is inside the RoE both civi's can be killed without dying as martyr?

3. Civi cars. How much Intel BLUFOR lost when one got destroyed?