Closed AlienXAXS closed 2 months ago
Just to add to this, it seems that if a client attempts to generate threat on a planet where the host mecha is not. The threat generated is less than intended.
After some debugging, I reverted one of your patches to make the host mecha not be dead while running headless. https://github.com/NebulaModTeam/nebula/blob/master/NebulaPatcher/Patches/Dynamic/Dedicated_Server_Patch.cs#L43
This line was set to be isAlive = True, while I understand this causes some more issues down the line of enemies / turrets etc attempting to fire upon the invisible host mecha, this does indeed fix the threat issue.
Also, you need to patch out UICommunicatorIndicator._OnLateUpdate
within Dedicated_Server_Patch as this throws an Object Reference error most likely due to there being no UI.
Hi, I have been noticing a weird thing when hosting a game via the headless client.
If I were to shoot a relay, I see the threat go up and reset back when the next sync tick happens. Clients do not seem to sync their generated threat back to the host.
I also noticed that when base components / enemies /etc are destroyed, the main Space Hive does not gain any threat. I moved my save to a non-headless Graphic-enabled server and it syncs as expected.
TLDR: