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"hidden" in DamageZones class doesn't hide the geometry and fire geometry
Closed, ResolvedPublic

Description

class WindowFront
{
	class Health
	{
		hitpoints = 150;
		transferToGlobalCoef = 0;
		healthLevels[] = {{1.0,{"dz\vehicles\wheeled\offroadhatchback\data\niva_glass.rvmat"}},{0.7,{}},{0.5,{"dz\vehicles\wheeled\offroadhatchback\data\niva_glass_damage.rvmat"}},{0.3,{"dz\vehicles\wheeled\offroadhatchback\data\niva_glass_destruct.rvmat"}},{0.0,"hidden"}};
	};
	memoryPoints[] = {"dmgZone_windowFront"};
	componentNames[] = {"dmgZone_windowFront"};
	fatalInjuryCoef = -1;
	inventorySlots[] = {};
};

That's the current code for door window of OffroadHatchback

At the end of healthLevels array at 0.0 you have "hidden" it's currently hiding the texture that have the componentNames == "dmgZone_windowFront"
But it's not hiding the fire geometry and geometry that have the selection == dmgZone_windowFront
So you still have the impact of glass on the door window when the window is hidden

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Steps To Reproduce

Shoot at door window of OffroadHatchback until the window texture is hidden.
Continue to shoot when it's hidden, and you will still see the glass impact even there is no glass.

Additional Information

If it's fixed, this will give us a way to create real window in a building, if you destroy it, you can like throw item through the window when a window is destroyed, due to hidden geometry.

Event Timeline

NiiRoZz created this task.Jun 27 2019, 6:23 PM
Unknown Object (User) added a subscriber: Unknown Object (User).Jun 27 2019, 6:24 PM
NiiRoZz changed Severity from Minor to Major.Jul 2 2019, 1:09 PM
rVn closed this task as Resolved.Jul 8 2019, 11:16 AM
rVn claimed this task.

Fixed in 1.05

NiiRoZz added a subscriber: Geez.EditedAug 15 2019, 5:43 PM

Sorry to come back here again, but in 1.05 this actually hide correctly fire geometry component, but not hiding geometry component correctly.

@Geez Sorry to ping you, but it's resolved, and it was assigned to rVn before.

It should hide geometry component when you have a big window when a character can move through after destroyed window, you should be able to pass.