KP-Liberation
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Drone autonomous flight bug
Basic Information
Mission version: v0.96.6
Map used: Altis
Mods used: Blastcore Edit Advanced Urban Rappelling CBA_A3 JSRS Soundmod ShackTack UI Sway Fix
Dedicated or local game: Dedicated; Linux DS [CentOS Linux release 8.0.1905 (Core)]
Source of the mission file (URL): https://github.com/KillahPotatoes/KP-Liberation/releases/download/v0.96.6/kp_liberation.Altis.zip
Individual Things
Did you edit anything within the mission files? Yes
If yes, what did you edit exactly? Edited the parameters of the mission to allow for Halo Jumping.
Short Issue Description
Drones randomly during the mission begin to fly off the map. They also show 2 AIs controlling it at once for some reason. The drone will ignore automatic flight path commands unless you manually take control of it.
Expected Behaviour
Should remain under your control...
Steps to Reproduce the Issue
- Purchase a drone, place it and begin flying.
- Land after a few seconds of flight to restock munitions.
- Take off again and attempt to use autonomous flight.
- Be frustrated and restart the server to fix issue.
Screenshots, Serverlog or any other helpful Information
https://github.com/KillahPotatoes/KP-Liberation/issues/654
Personally I wasn't able to reproduce this. At least not in a reliable way. There are indeed some issues with UAVs as it seems, but nothing I could really hunt down atm. So if anybody out there might have an idea or even already fixed something similar in their mission etc., any contribution or hints are appreciated.
we only got the problem when dying the drone gets connected to a dead player. Only fix for that was a restart of the Server.
Can confirm with player dying the UAV control he had on him will be stuck to to the drone making it unusable for anyone one else to connect to until you go to the dead body of original player connected to drone and disconnect that terminal. Idea I think would be to add disconnect UAV terminal on player death or respawn.
As now also commented in the above PR: We already have this in the mission since about three years. Refer to #19
Maybe someone of you can check if the added lines to the onPlayerRespawn improves it for you. Then it might be a locality issue and never really worked (as your report points to this direction) If it doesn't change anything then either it's not the cause of the issue or the disconnecting doesn't work as intended in general. https://github.com/KillahPotatoes/KP-Liberation/blob/d215c22a05cddaa46f9d59405907314d69e4656c/Missionframework/onPlayerRespawn.sqf#L46-L49
Have been noticing this bug for a while in 0.96.6, I think it may have something to do with LAND waypoints. From the bohemia wiki about waypoint types:
When added to a fixed-wing crew, they will land at the nearest runway and taxi quickly until they are in position to take off.
For me, if a drone is issued a LAND waypoint through the UAV terminal, it will land and begin taxiing, but its path to taxi back to the start of the runway is obstructed by a FOB, so it just sits there. If I manually re-take control and fly off, it begins exhibiting the behaviour mentioned in the OP. But if I manually land the drone, stop it and turn off its engine while its previous waypoint (loiter, move, etc.) is still issued, it does not exhibit this behaviour and will work as normal when it takes off again.
I can try and get some video evidence of this later if it will help. I firmly believe the unresponsive behaviour has to do with an incomplete LAND waypoint.