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Parallel door animations on buildings freezes geometry/FireGeometry LOD of the said doors
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Description

When you run multiple door animations on a building with BIS_fnc_Door or animateSource, in some cicumstances the last call freeze the geometry/FireGeometry LOD of the other doors.

This issue seems to happen only when the phase of one door is going from 0 to 1 and the other from 1 to 0.
This issue seems to be reproductible on any building.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Operating System Version
10.0.17763
Category
Engine
Steps To Reproduce
  1. Place a Land_Airport_01_hangar_F (hangar (small)) on map, this model makes the phenomena easy to witness.
  1. name it hangar.
  1. Spawn in front of it.
  1. Run one of the following scripts in the console, restart between each execution :
// This script freeses the geometry/fireGeometry LOD of the left door until the animation is complete.
[] spawn {
    // First close the right door.
    hangar animateSource ["Door_3_sound_source", 0];
    sleep 16;

    // Once the right door is completly closed, start to close the left door.
    hangar animateSource ["Door_2_sound_source", 0];
    sleep 4;

    // 4 seconds later, we re-open the right door.
    hangar animateSource ["Door_3_sound_source", 1];
    // The geometry LOD of the left door which is currently closing will stop
    // and remain at its position until the animation is completely done.
    // During this time you can walk through the left door and collide with the "stuck" geometry
    // at the position the door was when you started to re-open the right door.
}
// This script will make the animations to completely ignore the geometry/FireGeometry LOD.
[] spawn {
    // first close the right door
    hangar animateSource ["Door_3_sound_source", 0];
    sleep 16;

    // once the right door is completly closed, close the left door and open the right door.
    hangar animateSource ["Door_2_sound_source", 0];
    hangar animateSource ["Door_3_sound_source", 1];
    // The lack of sleep will make the animation to completely ignore the Geometry/FireGeometry LOD
    // even after the animation is complete.
}
Additional Information

In this video you can see the first script provided "steps to reproduce".
https://youtu.be/FuAHBwvwjEk

In this second video you can see the second script privided.
https://youtu.be/XoPYJC085ug

Event Timeline

zgmrvn created this task.Jul 14 2019, 12:44 AM
Uro added a subscriber: Uro.Jul 14 2019, 1:20 AM

Can confirm this issue from the repro steps, would be good if this is fixed as it's an animation issue and may factor into more than just house simulation type.