My own tinkering suggests SAs behave differently for teams 0 & 2 versus team 1. I've read through the problems people have had with SAs, and I haven't seen any mention of this. But maybe some past SA problems are the result of this?
I'll describe what I see on linux using 1.4.0b9. If anyone has seen the same or different on another platform, would you please let me know? I plan to use SA machinery in my mod and I'd hate to have to gut it because of platform inconsistencies. (Assuming it ever becomes non-vaporware!)
I tested global, non-dynamic SafeAreas for each Team 0,1,2. If I enter the WorldMap and immediately exit the game, there is always an Offline entry in game.txt for each SA. But if I enter the test level then exit the game, the Online/Offline status behaves differently for teams 0,2 vs. 1. It seems like the inequalities of the comparisons are reversed for team 1. I ran the tests using instant TriffidEggs because they stay put.
Code: Select all
Online/Offline status in game.txt of SAs
after enter level then exit game:
SafeArea: 0 40
unit pop: 0 40 39 40 41
------ ----------
team 0: 1 1 0 1 1
1: 1 0 1 1 0
2: 1 1 0 1 1
hypothesis: for SA = n,
teams 0 2 : online if pop >= n
team 1 : online if pop <= n
Does this concur with what you've seen? Thanks!
-brice