[BUG][SQUAD] Squads created at the same time confuse the trigger scripts.
I have a trigger for Created Squads, which detects specific keywords being the squad name(eg. APC, IFV, Heli) and automatically disbands those squads as we require more specific naming of squads for vehicle claims.
Ran into this issue today where 2 squads were created at the same time, 1 legal(MI-8), 1 illegal(HELI) and the bot disbanded the legal squad, but sent the correct adminWarn to the HELI squad but did not disband the HELI squad.
I just have Trigger type set to: Created Squad
OR condition when any Exact Squad name is made.
Raw command
AdminDisbandSquad "{{player.teamID}}" "{{msg.squadID}}"
Followed by Warn Player: Invalid Squad name. Please check valid vehicle claims in the in-game menu/Google docs in rules.
Picture related is how it looks in logs and confirmed it in-game that it did not disband the "HELI" squad.19 Replies
That doesn't seem right, no way a trigger would get that confused.
Each activity message activates its own method of trigger.
It's how triggers can run across multiple servers at once.
I think Konsu switched teams. Cause squad name isn't lining up.
The command sent is correct, but squad name is incorrect.
This is strange.
It was during a map switch as well, a lot of triggers are ran and log is spammed
Yeah, but the trigger execution states squad 1 team 2 mi8
But that squad is named heli.
So the command ran on the right squad from that line.
Squad 1 Team 2 is MI-8
It was US vs RU, so RU has MI-8
But it disbanded it instead of Squad 1 Team 1 which is HELI
Hmmm, still doesn't work in my head.
Only thing I can think is team switch.
Other bit is maybe server screwed up the send
Hmm I found another case where the trigger did not work correctly since I just remembered similar thing happened earlier that day
On the 2nd line, you can see the disbandsquad command's first value is null
I had to manually warn the guy and disband the squad, the trigger didn't do it
So maybe it's something to do with map change screwing it up with false data and people claiming the squad extremely fast before BM can update itself
Most likely, BM queries every 20 seconds.
So maybe the triggers pulling last map data before it updates.
It's the unfortunate way of how fast BM updates the Team/Squad ID info, it has a tendency to misfire where it doesn't 'find' the team or squad ID on time and just returns the variable.
That mistake of disbanding the opposite teams squad is interesting, haven't met that before.
Think it's cause of squad creation vis command.
A good possibility and good way to find out and a possible fix could be a simple 5 second delay somewhere before the disband. At least it would add a bit of leeway if it were to pull last maps data.
I'd say 20 seconds, cause that's the time for each player query.
When the server just started, the first 5-10s is very much useless for your trigger, the timer you can tell it is still 3201s (last match) it took a bit to your trigger to function normally, we used to have it and had to give up ...
Yeah, that's where i was talking about the match timer (in another thing)& the way it obtains, I'm unsure what method is used to obtain it now.
it's impossible I tried so many method...
the other reason we never trust this trigger is people using console to create squad before the game even started, and it's nasty if you want to approach this method ...
Off-topic but, somewhat relevant
There is a way to counteract that, someone figured out that there is a creation queue for Squads created before loading is completed in the server. Though it'll require a plugin through SquadJS or similar.
Yeah, Cause Reading squad logs is more accurate.
As you have access to map change then squad creations in order
@[MIG] EOC LongBarrel Sorry to roll back this topic, but is there a way for us to improve this game start delay? This will actually open so many doors for new triggers: squad-bait, vic-claim, delay-squad-create, log-new-map, etc.
You'd have to look into a squadJS plugin & trigger for that.
It's the only way to be accurate.
You have too long a time for BM to get the information required.
Re thinking this, maybe a raw command could get the info. But I'm unsure what command.
Maybe something we could get OW to implement like a "get server info" command
Which has all details >
Server name
Current map
Next map
Match time
Team 1 + count
Faction 1
Team 2 + count
Faction 2