View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026713 | AI War 2 | Gameplay Issue | Mar 12, 2022 9:39 pm | Apr 20, 2022 3:05 pm | |
Reporter | BadgerBadger | Assigned To | Chris_McElligottPark | ||
Status | feedback | Resolution | open | ||
Product Version | 4.004 Easy There, Hack Response | ||||
Summary | 0026713: MP report | ||||
Description | The hacking notification on MP clients does not go away or count down. Sometimes it counts down partway then gets stuck. Just from hacking an ARS as a client. It will usually go away eventually | ||||
Tags | No tags attached. | ||||
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3/12/2022 8:12:54 PM 4.004 CLIENT DELAYED180 TID15 TakeDamageDirectly error at debugStage 6520: System.NullReferenceException: Object reference not set to an instance of an object at Arcen.AIW2.Core.GameEntity_Squad.DoOnDestructionLogic (System.Boolean PreventReversionToNeutral, Arcen.AIW2.Core.DamageSource Damage, Arcen.AIW2.Core.EntitySystem FiringSystemOrNull, System.Boolean wasAlive, System.Int32 numStacksKilled, Arcen.AIW2.Core.ArcenSimContextAnyStatus Context) [0x00234] in <0c437b7175b3425aa970e5c43100b9a7>:0 at Arcen.AIW2.Core.GameEntity_Squad.TakeDamageDirectly (System.Int32 DamageAmount, Arcen.AIW2.Core.EntitySystem FiringSystemOrNull, Arcen.AIW2.Core.IShotHitSource ShotSourceThatHitOrNullOnlyUsedForKnockback, Arcen.AIW2.Core.DamageSource Damage, System.Boolean PreventReversionToNeutral, System.Boolean HonorFiniteHitCountAOE, System.Int32 MaxStacksAllowedToKill, System.Int32 CompressedShots, System.Int32 ExtraStacksOfSource, System.Boolean OnlyDamageShieldNotHull, System.Int32& ActualDamageDone, System.Int32& ActualHitEvents, System.Int32& DamageAbortCode, Arcen.AIW2.Core.ArcenSimContextAnyStatus Context, Arcen.Universal.ArcenCharacterBuffer traceBuffer) [0x017c7] in <0c437b7175b3425aa970e5c43100b9a7>:0 |
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When the necromancer host transforms a flagship, the human empire client can't see it for a while. When the human empire client transforms a flagship (to the high-energy variant) it vanishes from the client |
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I assume the transformation thing has been fixed a long time ago, or else I don't know what code it is using. If it's using TransformInto() on the game entity, then it should be working fine. If there's some other code, then just be sure to call FlagForForcedFullSyncToClients_FromHost() on the new entity and it should be known on the client very fast. This is an older report, so I suspect it works fine now anyway. I did find and fix this in the code, though: * Fixed an issue where if a unit transforms into multiple units in multiplayer, only one of them would get immediately updated to the client. |
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Is the hacking thing still a thing? Every second, the notifications that are based on a specific unit should just call FlagForForcedFullSyncToClients_FromHost() on the hacker and the hackee on the host. When a hack completes, calling that again on the hacker and hackee on the host is a good idea. |
Date Modified | Username | Field | Change |
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Mar 12, 2022 9:39 pm | BadgerBadger | New Issue | |
Mar 12, 2022 9:43 pm | BadgerBadger | Description Updated | |
Mar 12, 2022 10:13 pm | BadgerBadger | Note Added: 0065397 | |
Mar 12, 2022 10:34 pm | BadgerBadger | Note Added: 0065399 | |
Mar 12, 2022 10:48 pm | BadgerBadger | Note Edited: 0065399 | |
Apr 4, 2022 9:38 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 4, 2022 9:38 pm | Chris_McElligottPark | Status | new => assigned |
Apr 20, 2022 3:03 pm | Chris_McElligottPark | Note Added: 0066187 | |
Apr 20, 2022 3:05 pm | Chris_McElligottPark | Status | assigned => feedback |
Apr 20, 2022 3:05 pm | Chris_McElligottPark | Note Added: 0066188 |