[PREVIEW] QOL Fixes Update

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Comments

  • Yeah, like I mentioned, it's not related to the patch, rather the servers you've tested are likely running a mod with an introduced task threshold specific to player objects.

    If you can look in your own serverTasks.cs and find function serverCmdSendTaskToClient where you'll see the line %targetName = getTargetGameName(%targetId); you can get a pretty good picture of how a server mod would prevent that task info from being sent. For example, if a host wanted to introduce a timeout on how often you could send a task on a player, the simplest version of that could be to add something like:

    %targetObj = getTargetObject(%targetId);
    if (%targetObj.getType() & $TypeMasks::PlayerObjectType)
    {
        %now = getSimTime();    
        if (%now < %client.currentTaskTimeout)
            return;
    
        %client.currentTaskTimeout = %now + 500;
    }
    

    Obviously this wouldn't be the most robust way to cover the interaction, but you get the idea.

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