A3Armory / A3A_A3Wasteland.Malden

A3Wasteland is a survival sandbox mission for Arma 3 where two teams and independent players fight for survival. Built in collaboration between GoT, TPG, KoS, 404Games, and others.
http://a3wasteland.com
GNU Affero General Public License v3.0
3 stars 1 forks source link

Driver Assist Bugged #6

Closed ghost closed 6 years ago

ghost commented 7 years ago

Driver assists only works 90% of the time and 50% of the time when disabling it, it just removes the driver seat altogether.

AgentRev commented 7 years ago

Enabling assist should remove driver seat, disabling assist should restore driver seat. Is this what you're experiencing or not?

ghost commented 7 years ago

No enable it, then disable it and it removes driver seat. You cant get in, you can select "enable" again but it doesnt do anything.

AgentRev commented 7 years ago

Disabling it alone cannot remove the driver seat, only enabling it has the capability to do that.

ghost commented 7 years ago

That's why I said it's bugged. Others I was with experienced this as well. Turning on driver assist would not always work in allowing you to drive while gunning or commanding, but would always work in disabling the driver seat when it was on by adding the AI. Turning it off had a high chance of simply removing the driver seat option all together from scroll wheel and enhanced movement menus both inside and outside of the vehicle although it would no longer say there was an AI in the driver seat. You could also not turn the function back on although the menu option would remain. The only way I've found to fix this is to sling load the bugged vehicle using the helicopters DLC sling because that doesn't allow vehicle occupants and would "kick out" the non-existant AI. It looks more like after disabling driver assist, the server still thinks there's a driver although it says nobody is inside and prevents others from entering the driver seat including the driver assist script because it thinks the seat is already occupied.

ryanammons commented 7 years ago

Perhaps in fn_disableDriverAssist.sqf, instead of calling to delete and unlock driver as is currently the case:

deleteVehicle _driver; ["unlockDriver", _veh] call A3W_fnc_towingHelper;

...an alternative would be to move the AI agent driver out of the vehicle first, then delete. I'm basing this off of BI's documentation for deleteVehicle which states "A deleted player unit will stay visible until that player has disconnected." I may be over-interpreting this as I haven't coded much on this platform, but it seems like that might be a possible source for the bug.

Gigatek1 commented 7 years ago

Looks like it might have been fixed this last update. I'm updating the servers now. Should be up by next restart.

https://github.com/A3Armory/A3A_A3Wasteland.Malden/commit/ec2d411c423991064f9607f31f01047fdbd7f988#diff-d046fae154c0d9f28713695b563c6adaR10

AgentRev commented 7 years ago

It's an attempt, no promises. The order of execution is not the problem.

ryanammons commented 7 years ago

Thanks for the updates. Btw I didn't think order was issue. I just thought taking ai out of vehicle would be a hacky workaround since then there'd be an invisible ai possibly existing but no longer occupying the driver pos. Finally, I'm just starting to get used to reading this code. Even having experience in c/c++ as well as nearly a dozen other languages, this is an odd language indeed. I've tried looking a bit, but could you point me to a syntax reference? The ordering and tokens (e.g. just spaces sometimes ) are a bit unclear to me. Also, do you use an editor with any code completion or the like? Thanks!

On July 29, 2017 1:53:56 AM EDT, Agent Revolution notifications@github.com wrote:

It's an attempt, no promises. The order of execution is not the problem.

-- You are receiving this because you commented. Reply to this email directly or view it on GitHub: https://github.com/A3Armory/A3A_A3Wasteland.Malden/issues/6#issuecomment-318806861

-- Ryan Ammons, JD