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Ragdoll de-sync in MP
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Description

When a client is put into ragdoll with setUnconscious, he can become de-synced in MP. Locally he will emerge from ragdoll and can move around as normal. However to some other clients he will still appear as a ragdoll on the ground.

Details

Severity
None
Resolution
Open
Reproducibility
Sometimes
Operating System
Windows 7
Category
General
Additional Information

Event Timeline

This issue has occurred in the past but was fixed, and now is re-occurring.

Asaayu added a subscriber: Asaayu.May 25 2021, 1:21 PM

Unrelated to the setUnconscious command here is a 100% reproducible ragdoll desync situation using only two players and a helicopter.

Player 1 starts the helicopter and stays landed on the ground,
Player 2 runs into the anti-torque blade on the back of the helicopter,
Player 2 will see themselves still alive and running around,
Player 1 will see player 2 as dead and ragdolling around when the get into and out of vehicles.

No, nothing to do with setUnconcious, this is because player is killed by the rotor only on one client

Unrelated to the setUnconscious command here is a 100% reproducible ragdoll desync situation using only two players and a helicopter.

Player 1 starts the helicopter and stays landed on the ground,
Player 2 runs into the anti-torque blade on the back of the helicopter,
Player 2 will see themselves still alive and running around,
Player 1 will see player 2 as dead and ragdolling around when the get into and out of vehicles.

Will be fixed in Revision: 151174

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Dec 1 2023, 1:44 AM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.
dedmen set Ref Ticket to AIII-56123.Dec 7 2023, 6:13 PM
veteran29 added a comment.EditedDec 7 2023, 6:15 PM

this is because player is killed by the rotor only on one client

I'm pretty sure this is a separate issue from the one Asaayu actually wanted to report.

While developing our medical module for SOG:PF we had quite a bit of desyncs which were most likely a result of executing a switchMove on a unit that was still ragdolling. It's the same issue that rarely happens in ACE.

Sadly I do not have a clear repro at this time.