Jump to content
Sign in to follow this  
armatech

Slots Vanishing

Recommended Posts

Ok i have setup a dedicated server using the normal -server command but in my mission that has respawn the slots vanish when players disconnect is this a bug or am i doing something incorrect

Share this post


Link to post
Share on other sites

This seems to be a bug. I noticed the same thing in my missions. I'm building missions for 3 years ago and nothing ever happened like that before. Also it wouldn't make any sense if this was designed as a feature. Just imagine a public mission with 30 players. Take several disconnects and game crashes and you can restart the mission after some minutes. :(

Share this post


Link to post
Share on other sites

It would make perfect sense to me as a feature. 30 player game with limited amounts of respawns. Once a slot has used up all its tries, it is removed. You now have to finish the game with the remaining slots. If the stupid sniper gets killed a lot without anyone intervening, you'd basically have to fight without him. Team punishment :) Could be the cost of playing too fast on a public server.

Dunno, just an idea.

Share this post


Link to post
Share on other sites

@Carl...

The slot gets also blocked when a player has an A2 crash/CTD.

Doesn't make much sense or ? :)

Xeno

Edited by Xeno

Share this post


Link to post
Share on other sites

to fix it you need to remove disableAI=true; from the description.ext

Share this post


Link to post
Share on other sites

So is it confirmed that removing/not-having disableAI=1 in description.ext solves the vanishing slot issue??

Share this post


Link to post
Share on other sites

@Xeno: No, it's obvious that how it works now is buggy. But a properly planned for and implemented varying slot count could be very useful.

Share this post


Link to post
Share on other sites
But a properly planned for and implemented varying slot count could be very useful.

That's another story.

But currently the only way to get it working is to remove disableAI and have to live with the fact that you can spawn somewhere on the island because another player left and the AI is in nowhere land.

Not that nice, really.

And if you want to play with proper planning you should play completely without respawn :)

Xeno

Share this post


Link to post
Share on other sites

onPlayerConnected "setPos base"?

if (time<10) then {setPos base};

Dunno.

Short spanned simple objectives can work without respawn. But not large dynamic persistent missions. My preferred idea is instant respawn, but you are placed in 'jail'. The time you spend depends on how many times you've been killed. Makes it more forgiving, but keeps stupid players away. Time will reduce over time, making it possible to even have a 'bad periods'.

Share this post


Link to post
Share on other sites

Hi .

Is there any update on this as to a work around or a solution ?

I am trying to overcome the slots dissapearing in the Evolution COOP mission. I am hosting an evolution server, Co_30_EvolutionUSMC_v02b.Chernarus, (only because i miss domination ;) And as you all probably know, when a player leaves or crashes, a slot is taken with them. I have tried removing the _disabledAI=1;_ in the description.ext however this results in the initially setup units all appearing on the map and then dying. this does seem to fix the MP slot loss, but what to do with the units that appear and then die ?

I am just trying to get my fix of persistant battles on chernarus :)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×