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POB Rep Bug

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POB Rep Bug
Offline Soul Reaper
01-12-2014, 10:42 AM,
#1
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Joined: Jan 2009

So, I've been playing with Hoover's defense modes and affiliation, I don't understand exactly how it works.

I first switched the defense mode to 1 and then cleared any rep, so it naturally fired at everything, as expected. I then used a navy repped character to set the rep to normal Navy affiliation. At defense mode 1, this generally should mean that if you're hostile to Navy, you'll get shot, and if you aren't, nothing will happen.

But not really, apparently, the base continued to shoot at everyone until I typed in /base defensemode 1 a second time (while it had Navy affiliation), and then, it stopped shooting and started acting normally and only shot at people whose reps are hostile with Navy.

So, while it was acting normally, I cleared- the base's rep, which, would mean that since it's already set at defense mode 1, it'd start shooting everyone. But it didn't, it just..didn't fire and acted normally, until I retyped /base defensemode 1 -again-. At which point it started firing again.

So basically, I'm not sure if this is a bug or something intended but, it looks like there's something wrong with base commands, it doesn't seem to acknowledge a rep change (which would dictate what it shoots) unless you retype the defense mode a second time. In fact, I played with it for a while and while most of the time it did just that, sometimes it simply didn't give a damn about retyping the defense mode and I had to do it 10 times over and over for the base to understand.

Also another note, after I returned Hoover to normal (Navy IFF, Defense Mode 1), I think some guy (who was docked on Manhattan beforehand) shot Hoover and then got killed, tried undocking and simply got killed over and over, I went back ingame and switched the defensemode to 0, which would generally mean it'd simply stop shooting at everyone...but uhh, it kept shooting at that dude, so I also think that a POB's memory is reaaaallly long and doesn't care about the defense mode if it's been shot at by something that isn't allied (or hasn't been before) or something.

Anyone know anything about this?

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Offline Haste
01-12-2014, 02:16 PM,
#2
Lead Developer
Posts: 3,546
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Joined: May 2012
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Balance Dev

You shoot at a base that doesn't have your tag listed, and it will murder you until a server restart.

I always feel bad for newbies who shoot my base in Pennsylvania just after they docked on it, then proceed to die in their civilian shuttle every time they undock.

[Image: cdSeFev.png]
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Offline Soul Reaper
01-12-2014, 05:53 PM,
#3
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Posts: 1,502
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(01-12-2014, 02:16 PM)Haste Wrote: You shoot at a base that doesn't have your tag listed, and it will murder you until a server restart.

Not even a quick f1? Damn.

Ok that explains part of the reason, but what about the first bit I mentioned, anyone?

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Offline Haste
01-12-2014, 06:13 PM,
#4
Lead Developer
Posts: 3,546
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Joined: May 2012
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I'm guessing it just doesn't "update" who it shoots until base defensemode is "refreshed".

Probably something that Kazinsal could fix by making it so that the set-an-IFF-command automatically "refreshes" defensemode / does what refreshing defensemode would achieve.

Either a function call or a little copy-pasting, I think.

[Image: cdSeFev.png]
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Offline Ponge
01-12-2014, 08:12 PM,
#5
Member
Posts: 1,266
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Joined: Feb 2013

The base is hostile for at most 8 hours, not until server restart; I know this from experience (or at least this was the state in 4.86, but I did not read anywhere it was changed).

[Image: 2whqqh0.png]
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Offline Kazinsal
01-12-2014, 11:25 PM,
#6
Wizard
Posts: 4,541
Threads: 230
Joined: Sep 2009

The base's hostile entities list does not get cleared until the server restarts. At this point, this is intentional. However, I am considering setting up a /base pardon <entity> command that will remove someone from said list.

Retired, permanently.
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Offline Soul Reaper
01-12-2014, 11:36 PM,
#7
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Posts: 1,502
Threads: 108
Joined: Jan 2009

(01-12-2014, 11:25 PM)Kazinsal Wrote: The base's hostile entities list does not get cleared until the server restarts. At this point, this is intentional. However, I am considering setting up a /base pardon <entity> command that will remove someone from said list.

Well that's nice and all but uhh..what about the "refresh" problem? Don't think all base owners actually know it..aaand it could lead (if it hasn't already) to quite a few problems..

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