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animateSource phase precision issue in MP
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Description

animateSource command have issue with locality and phase precision in MP.

In some mods there is vehicles with animated gun elevation (RHS tanks).
If turrer owner not equal to vehicle owner then, no metter where you will try to execute animateSource command, you will get phase with weird fixed steps.

vehicle animateSource ["elev",0.001] => Phase 0
["elev",0.002] => Phase 0.00393701
["elev",0.003] => Phase 0.00393701
["elev",0.004] => Phase 0.00393701
["elev",0.005] => Phase 0.00393701

["elev",0.006] => Phase 0.00787402
["elev",0.007] => Phase 0.00787402
["elev",0.008] => Phase 0.00787402
["elev",0.009] => Phase 0.00787402

If vehicle and turret are local, then you will get desired phase ["elev",0.006] => Phase 0.006

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Multiplayer
Steps To Reproduce

Create MP mission and run it on dedicated.
Place RHS M1A1 tank. (I'm pretty sure that this can be replicated on arma3 vehicles too)
Get in gunner.
Test locality in console
vehicle player turretLocal [0]; -> true
local vehicle player; -> false (because it is local to server. If not, make it non local to you)
Execute:

vehicle player animateSource ["elev",0.006]

Check phase:

vehicle player animationSourcePhase "elev"; -> 0.00787402

Take Driver seat to change locality of vehicle to you or do it with with setOwner command.
Now
vehicle player turretLocal [0]; -> true
local vehicle player; -> true
Execute:
vehicle player animateSource ["elev",0.006]
Check phase:
vehicle player animationSourcePhase "elev"; -> 0.006

Additional Information

Actually it is not minor for all RHS users.
Now almost all tanks and BMPs does not have FCS due to this bug. You can not apply precise FCS elevation compensation if driver occupied

Event Timeline

severgun created this task.Mar 28 2019, 9:45 AM
severgun edited Steps To Reproduce. (Show Details)Mar 28 2019, 9:48 AM
severgun edited Steps To Reproduce. (Show Details)