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Re: ACG - Public server pilot statistics

Posted: Tue Dec 19, 2017 3:07 pm
by Dickie
Really weird because that's the first time I've loaded it, but ctrl+F5 fixed it.

Re: ACG - Public server pilot statistics

Posted: Tue Dec 19, 2017 3:26 pm
by Thaine
It's normal. I just altered the old files and didn't create new ones, same for CSS.

Re: ACG - Public server pilot statistics

Posted: Tue Dec 19, 2017 3:44 pm
by Donkey
Oh, the joys of cacheing

Re: ACG - Public server pilot statistics

Posted: Sat Dec 30, 2017 10:38 am
by StG77_CountZero
Flew yesterday,

Ripgrunwald:
1 flight, 109E1, damaged 2 hurri AI that attacked he-111s, shoot down 1 by server chat, landed back with damaged airplane, net stat show 0.68 kill.

CountZero
1 Flight, 109E1B 4x50kg, attacked 3 ships ( 2x50kg hit and bounced from ship, one didnt see hit or explode and last one hit and stick to ship and explod on ship) sunk 1 tanker, shoot down 2 hurri AI (PK pilots) that attacked he-111s chat confirmed it, landed back ok, net stats 1.28 kill

check pilot stats on forum and all is correct, both of us i see have 2 shered victories(he-111 and us damaged them) rips second hurri he damaged probably got kia after rip left server so it counted also, and one flight. Stats dont show ship kils i guess, or i was not able to found it?

Re: ACG - Public server pilot statistics

Posted: Sat Dec 30, 2017 12:15 pm
by Donkey
Ship kills sadly don't count, as il2 doesn't appear to trigger a death event reliably for ships. And without an event triggering I can't capture it and send it to the database. Sorry :(

Re: ACG - Public server pilot statistics

Posted: Mon Jan 01, 2018 12:18 am
by Dickie
Eh? Ship strikes do work. We must be doing them wrong or they only work for static ones

Re: ACG - Public server pilot statistics

Posted: Mon Jan 01, 2018 1:00 am
by Donkey
No they don't. They *sometimes* trigger, particularly from AI, but not always. You can't write an event handler "wrong", it is either triggered or not.

Re: ACG - Public server pilot statistics

Posted: Tue Jan 02, 2018 12:19 pm
by Dickie
OK, so if this isn't a bug then it needs raising. Solution wise we should consider an alternative. Rather than listen for the event we could count the ships and store the number destroyed for the points tally. I can't see how this can be awarded to an individual though, except by just keeping the same code.

Point is, I'd rather have the bugged "might not trigger" code in place than nothing at all. At least folk can blame the shitty code. So if we don't listen because it's broken then we need to listen and update the score for the individual and team, relying on potentially failing code, and we could collect the remaining ships at end of cycle and work out the team score from it (but this is additional). I'm happy with the former, we should have that at least.

Other servers have mission triggers based on ship sinking though, I assume that these have the same problem then.

Re: ACG - Public server pilot statistics

Posted: Tue Jan 02, 2018 12:43 pm
by StG77_CountZero
In SP missions i use trigger for group on moving ships (tankers and minelayers) to display small message when ship is destroyed, and i found it working, only time it didnt work is when i had ship in harbor on shalow sea (~0-5m depth).
Also ships sunk differant if they are hit in aft/forward part or in middle part. If hit in middle part with small bombs you see him smooking hard and it takes him few min to sunk. So from what i see in missions i made for SP in game triger for group works on ships, dont know if problem is then MP only.

Regarding Trains i noticed that no trigger in game works for them for me, i place group on them and destroy full train and nothing hapends.

Regarding the stats do you plan to have any stats for ground objects, how mutch kg is droped or objects destroyed (flak, truck ....)

Re: ACG - Public server pilot statistics

Posted: Tue Jan 02, 2018 2:43 pm
by Donkey
Ah, stop making assumptions - the code is in place, I never took it out. But it doesn't trigger reliably. We discussed the whole "counting assets on a cycle" about 6 months ago when I first told you that ships were fucked. You didn't like the idea then. I have some ideas, but I'll look to implement when I have time.