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Grenades broken after 1.10
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Description

Grenades seem to be already unpinned when they’re spawned by CE or admin tools, when you pick one up and put it into your inventory from hands, it activates. Also when you throw a grenade that you unpinned with the action, it causes client lag, and the grenade does not explode.

Details

Severity
Major
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Explosives
Steps To Reproduce
  1. Pick up grenade to hands

2, Place into inventory

Event Timeline

BBlake added a subscriber: BBlake.Dec 3 2020, 3:55 PM
BBlake added a comment.Dec 3 2020, 4:01 PM

I confirm.
Its also happens when you drag the grenade GROUND -> INVENTORY direclty
It's happens to me yesterday (12/02/2020) so since 1.10 update

Concerned items :
-Smoke grenade
-Explode grenade

Jest added a subscriber: Jest.Dec 22 2020, 5:17 PM

Have this on my local test server with 1.11, too. Only Mods are COT and CF.

Any suggestions what is causing this?

Just rebuilt a chernarus server with the latest version of dayz, have CF and VPPAdminTools on it and every grenade I pick instantly explodes
is there a fix for this?

Alzir added a subscriber: Alzir.Jun 9 2021, 7:19 AM

Same issue affecting a fresh server I've just setup, anyone find out what is causing this or how to fix it?

Alzir added a comment.Jun 9 2021, 6:43 PM

Just following up on my earlier comment as have finally fixed the problem with the help of mod developer. After some testing I found the issue occurred after installing the first mod on the server which was the community framework mod (i.e. @CF), but if I wipe the server after installation, that fixes any issue with the grenades.

I am running 1.14 on my GTX Server and it is happening in there CF, Traders, VPPAdminTools

mrdarn added a subscriber: mrdarn.Oct 31 2021, 5:25 PM

As Alzir mentioned above, this usually happens if you load up the map without CF installed, then install CF.

Any grenades that were in the game at that point will be in an unpinned state, and will explode if moved in any way that updates them.
And that spawn in after the mod is added should be fine.

Seems to be an issue with adding the CF mod to an already populated map, or with already populated characters