-
Notifications
You must be signed in to change notification settings - Fork 740
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Add Dynamic AI Group Tranferring to Headless Clients #3107
Conversation
Congratulations @jonpas! |
I don't know that much about AI stuff, but I've heard that Do we need to worry about the FSM not transfering with the command? |
I think |
Reset no,
From my testing, there is only a quick animation flinch on
That is correct. Not 100% on the FSM side, but I am fairly sure it all gets transferred.
I haven't tested that yet, if someone has a good idea how to test it that would be great, best I can think is some reoccurring message when the trigger is activated. I did test if There is also a problem with support modules, but I don't think we should worry about that at all. Not many use it in the first place and you can just blacklist the group that's using it. Also, it's fairly easy to test stuff if anyone wants to, HCs can join player hosted servers as well, no need for a dedicated. Thought a test with dedicated would probably not be such a bad idea. 😁 |
Awesome stuff. My only concern is if this fits within the scope of the ACE project. I have assigned this PR to myself for this reason. |
|
||
// Transfer AI groups | ||
{ | ||
private _transfer = true; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
private _transfer = !(_x isEqualTo []);
Gets rid of the if statement on lines 74/76.
I think this can be classified as infrastructure. I'm sure it should be fine to add and possibly allow for potential future extensions based on it? |
}; | ||
|
||
// Exit if HC transferring disabled or object not a unit (including unit inside vehicle) or is player | ||
if (!GVAR(Enabled) || {!(_object in allUnits)} || {isPlayer _object}) exitWith {}; |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Apparently isPlayer
check always returns false at this stage on dedicated server, making it rebalance on player connect as well, not sure if there is a better way to handle that?
Did a live test on today's session with logging. Apart from the above comment, there were no issues, worked like expected. |
Add Dynamic AI Group Tranferring to Headless Clients
Someone may want to test if this still works with the latest arma version as there have been many reports of Headless clients not working as they did previously. https://forums.bistudio.com/topic/184485-werthles-headless-module/page-3#entry2987021 |
@tbeswick96 Yes, HC is broken in 1.56, once fixed this will work as it should, it doesn't rely on where the HC entity is local to. |
Rog looking forward to this :) Thanks |
Reverted as it is out of scope. Will most likely be a part of a separate project, also available in TAC Mods. |
Whaa D: Nuu!!!! |
When merged this module will:
ACE_HeadlessClientJoined
as it can be beneficial for other scripts), with a minimal delay specified through module or ACE Settings to let the game sync correctly during transferringace_headless_blacklist
boolean variableCan be tested with:
Thanks to @commy2 for help with events and telling me to PR this here (original work). German translations included written by @System98 (added to AUTHORS.txt).