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parachute dropped objects fall through terrain once parachute releases and deletes
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Description

When attaching a parachute to an object to then drop it from the sky, once that object reaches ground level the attached object actually sinks below the terrain whilst the parachute collapses, detaches and deletes. once the object is detached it will fall through the terrain (small objects) and is not accessible. larger objects (eg vehicles) tend to glitch the terrain and get thrown high in to the sky which results in damage to the object.

Screen shots below to show the effect.

crate drop.


crate goes below terrain whilst attached to the parachute.

parachute folds over, detaches from crate and deletes.

crate then falls through the terrain.

Details

Severity
Tweak
Resolution
Open
Reproducibility
Always
Operating System
Windows 7
Operating System Version
Enterprise
Category
Game Physics
Steps To Reproduce
  1. within EDEN, place a playable unit down, and enter single (or multiplayer) environment.
  2. press ESC to open debug console.
  3. paste in the following test code, and local execute.
_doArsenalCrateDrop = [] spawn
{
	private ["_playerPos","_grenadeObj"];
	_playerPos = getPosATL player;
	_arsenalCrateType = selectRandom ["B_supplyCrate_F","Box_NATO_Wps_F","Box_NATO_AmmoVeh_F","B_CargoNet_01_ammo_F","B_Slingload_01_Ammo_F","Box_FIA_Ammo_F"];
	_arsenalParachuteType = selectRandom ["O_Parachute_02_F"];
	_arsenalCrate = createVehicle [ _arsenalCrateType, [(_playerPos select 0),(_playerPos select 1), (_playerPos select 2) + 50], [], 0, "CAN_COLLIDE" ];
	_arsenalCrate allowDamage false;
	waitUntil {!isNull _arsenalCrate};
	clearWeaponCargoGlobal _arsenalCrate;
	clearItemCargoGlobal _arsenalCrate;
	clearBackpackCargoGlobal _arsenalCrate;
	clearMagazineCargoGlobal _arsenalCrate;
	_arsenalInit = ["AmmoboxInit",[_arsenalCrate,true,{true}]] spawn BIS_fnc_arsenal;
	_arsenalChute = createVehicle [ _arsenalParachuteType, [(getPosATL _arsenalCrate select 0),(getPosATL _arsenalCrate select 1), (getPosATL _arsenalCrate select 2)], [], 0, "CAN_COLLIDE" ];
	_arsenalChute allowDamage false;
	_arsenalCrate attachTo [_arsenalChute, [0,0,0]];
};

then proceed to watch the parachute and crate drop down and check the result (falls through the terrain).

Additional Information

before the recent physics update (pre v1.80), everything was functioning as normal, and no additional code was needed to allow these objects to release ON the terrain (the object would still glitch in to the terrain, but would 'pop' back up once released), but since the v1.80 update, the code has needed to be appended, example...

	waitUntil {(getPos _arsenalCrate select 2) < 1};
	detach _arsenalCrate;

...is needed after the 'attachTo' command, so when the crate is at less than 1m from the terrain level, it will detach and land properly ON the terrain level. A code check of 'isTouchingGround _arsenalCrate' does NOT function/trigger, so is useless in the code structure.

Event Timeline

soulkobk created this task.Jan 31 2018, 3:27 AM