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Server not counting killsInfantry #3111

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gienkov opened this issue Jan 3, 2016 · 23 comments · Fixed by #7561
Closed

Server not counting killsInfantry #3111

gienkov opened this issue Jan 3, 2016 · 23 comments · Fixed by #7561

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@gienkov
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gienkov commented Jan 3, 2016

ACE3 Version: 3.4.1

Mods:

  • @CBA_A3
  • @ace

Placed ACE3 Modules:

Description:

  • Since we updated ACE3 to 3.4.0 our server have stopped counting killsInfantry, entry that is visible in logfile_console.log after mission is finished, like this:
class Session

{
    mission="co 38 Stinger Hunters";
    island="Kunduz";
    gameType="Coop";
    duration=10995.7;

    class Player1
    {
        name="Lt_Mic";
        killsInfantry=0;
        killsSoft=0;
        killsArmor=1;
        killsAir=0;
        killsPlayers=0;
        customScore=0;
        killsTotal=3;
        killed=0;
    };

    class Player2
    {
        name="Maras";
        killsInfantry=0;
        killsSoft=1;
        killsArmor=0;
        killsAir=0;
        killsPlayers=0;
        customScore=0;
        killsTotal=2;
        killed=0;
    };

As you can see above, only vehicle kills are being counted, and top players are always counted first (most kills like above).

Steps to reproduce:

  • Make a simple mission with few enemy AI, play it on dedicated.
  • Kill those AI, finish mission with #missions command
  • Check logfile_console.log for killsInfantry entry for your player

Where did the issue occur?

  • Multiplayer, Dedicated*

RPT log file:

  • .*
@gienkov gienkov changed the title Server not counting infantryKills Server not counting killsInfantry Jan 3, 2016
@gienkov
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gienkov commented Jan 4, 2016

Further testing, only ACE3 and CBA, test mission with 3 CSAT enemy's (which I have killed but kills are not registered):

class Session
{
    mission="test_killsInfantry";
    island="VR";
    gameType="";
    duration=19.954;

    class Player1
    {
        name="GieNkoV";
        killsInfantry=0;
        killsSoft=0;
        killsArmor=0;
        killsAir=0;
        killsPlayers=0;
        customScore=0;
        killsTotal=0;
        killed=0;
    };
};

@gienkov
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gienkov commented Jan 4, 2016

Vanilla A3, kills counted:

class Session
{
    mission="test_killsInfantry";
    island="VR";
    gameType="";
    duration=29.126001;

    class Player1
    {
        name="GieNkoV";
        killsInfantry=3;
        killsSoft=0;
        killsArmor=0;
        killsAir=0;
        killsPlayers=0;
        customScore=0;
        killsTotal=3;
        killed=0;
    };
};

Thus I suspect one of changes in ACE3 3.4.0 did that. As I said this started the same day I've updated ACE3 on our end to 3.4.0. Wasn't happening before.

@thojkooi
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thojkooi commented Jan 4, 2016

Probably down due to the usage of setDamage to kill units.

I doubt there are many ways around this. I don't think we can add kill counts to specific players either.

@kerckasha
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it's prevent instant death causing it, I turned it off and kills started counting.

@gienkov
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gienkov commented Jan 4, 2016

Then why this option affects AI in first place...?
04.01.2016 16:23 "kerckasha" notifications@github.com napisał(a):

it's prevent instant death causing it, I turned it off and kills started
counting.


Reply to this email directly or view it on GitHub
#3111 (comment).

@gienkov
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gienkov commented Jan 4, 2016

W8, we are using prevent instant death since like few months, it wasn't happening until 3.4.0

@PabstMirror
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Part of this did change in 3.4.0 - 988a5c7#diff-46371a0c402e2cdf1f348dd5a949689bR83
But this fixed the double killed event problems from setDamage. I'm not sure how it would have made things worse for the preventInstaDeath setting.

@nomisum
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nomisum commented Jan 8, 2016

welp, not the killed EH again :( is there any workaround? CBA stuff maybe?

in my test setting "prevent instant death" to off wasnt helping.

edit:
tried CBA killed EH, same result

22:22:47 "C Alpha 2-1:2 killed by C Alpha 2-1:2"

only that I shot a civ as a independent guy

@gienkov
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gienkov commented Jan 30, 2016

Any news on this?

@Radeni
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Radeni commented Feb 5, 2016

Same

@commy2 commy2 added this to the Backlog milestone Feb 5, 2016
@thojkooi
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thojkooi commented Feb 5, 2016

We can provide an ACE event but I don't think we have a suitable solution for the kill count / score from the vanilla game.

@tupolov
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tupolov commented Feb 19, 2016

also impacts ALiVE as we record kills for War Room... now kills dont get registered.

@zbshadow
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I would like to bring this back to light, ACE is being used widely for many different game modes.
We all enjoy the mod for its many different features but the most used is the Medical. The only reason many Wasteland and other mission modes are avoiding using ACE for their modded versions is this bug. I get why the team feels it minor but even myself in the Realism side of things would love this to be fixed for our Public server Insurgency.

@jonpas
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jonpas commented Jul 23, 2016

I get why the team feels it minor but even myself in the Realism side of things would love this to be fixed for our Public server Insurgency.

You don't see the problem then, we can't "fix it", because the only way to fix it at the moment is to get rid of half the medical stuff if not all. We have to do with what tools and API are available and we would rather have a good medical system rather than correct kill counting.

@nicolasbadano
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We also provided an API for mission makers to be able to detect who last damaged a unit that died, so missions specifically programmed for ACE can implement kill counts. But there's nothing we can do with with the engine internal counter, as we don't have proper scripting commands to deal with it.

@AlManiak
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Where can I find documentation of this API? I'd like to use the last damaged function, but I have not yet been able to find it in the git.

@rockurheart
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Hello, may I suggest something for the scoreboard that doesn't work with ACE?

When I play on Jigsors BMR map, it still registers the kills, and I found out that EOS has an advanced kill counter that is compatible with ACE since vanilla is not, do you think you can cooperate with producers of EOS to make this work?

@commy2
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commy2 commented Sep 30, 2016

The vanilla kill counter is hard coded and cannot be edited by us. The mission you mentioned probably uses the lastDamageSource variable we provide.

There also is the ACEX killtracker: https://github.com/acemod/ACEX/tree/master/addons/killtracker

@strider762
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I agree with @rockurheart that EOS does something that allows kills to be registered even when using ACE. I have spent some time looking at the EOS code but I can't see what it is that allows missions using EOS with ACE to register kills when other missions don't.

@commy2
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commy2 commented May 29, 2018

Probably a HandleDamage eventhandler on all playable units breaking medical.

@strider762
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Very interesting @commy2. I did some more investigation and a new install of EOS does not cure the kills not being registered.
Our EOS mission does however implement a damage multiplier to enemy units via a "HandleDamage" event handler on AI (it is a CO-OP mission and this is all part of EOS).
Adding a the "HandleDamage" event handler to the editor placed unit will allow its kill to be registered.
I'm sure there is a hack in there somewhere ^^

@commy2
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commy2 commented May 29, 2018

Sure, but this way you also break the medical system by overwriting the damage (not just halving it, overwriting it completely).

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