Page MenuHomeFeedback Tracker

Tied up players can swim in water
Acknowledged, NormalPublic

Description

Any ligature used to tie up a player will disappear when the go into the water. Once the player stops swimming and returns to land, the ligature will reappear.

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Visual-Characters
Steps To Reproduce

Any ligature to tie up a player (Rope, Improvised Rope, Metal Wire, Barbed Wire, Handcuffs, Duct Tape.)

Related Objects

Event Timeline

Geez changed the task status from New to Acknowledged.Jan 20 2021, 12:21 PM

Thank you for the report rustycaddy.
The issue has been confirmed and scheduled for a fix.
Regards,
Geez

mdc added a subscriber: mdc.Sep 17 2022, 6:16 PM

@Geez, can you please provide some clarity as to the meaning of "scheduled for a fix"?

This, along with many other reports, have been open, confirmed, and "scheduled for a fix" for over 18 months now.

Is there a list somewhere of issues which are scheduled for fixes? Is anyone actually working on this list? If not, can we have said list published as "known issues" so that the community can provide said fixes?

This literally took me 15 minutes.

modded class DayZPlayerImplementSwimming
{
	ref Timer m_DrownShockTimer;

	override bool HandleSwimming(int pCurrentCommandID, HumanCommandMove pCMove, HumanMovementState pState)
	{	
		PlayerBase player;
		if (Class.CastTo(player, m_pPlayer) && player.IsRestrained())
		{
			if (!m_DrownShockTimer)
				m_DrownShockTimer = new Timer();
			
			if (m_DrownShockTimer && GetWaterDepth() >= 1.8 && !m_DrownShockTimer.IsRunning())
				m_DrownShockTimer.Run(0.5, this, "DealDrowningShock", new Param1<PlayerBase>(player), true);

			return false;
		}
		
		if (m_DrownShockTimer && m_DrownShockTimer.IsRunning())
			m_DrownShockTimer.Stop();
			
		return super.HandleSwimming(pCurrentCommandID, pCMove, pState);
	}
	
	protected void DealDrowningShock(PlayerBase player)
	{
		if (GetWaterDepth() < 1.8)
		{
			if (m_DrownShockTimer && m_DrownShockTimer.IsRunning())
				m_DrownShockTimer.Stop();
			
			return;
		}

		player.m_ShockHandler.SetShock(PlayerConstants.BROKEN_LEGS_HIGH_SHOCK_WALK);
		player.m_ShockHandler.CheckValue(true);
	}
}
Geez added a comment.Sep 19 2022, 1:38 PM

Hello mdc.

Is there a list somewhere of issues which are scheduled for fixes?

There is no such public list as we have internal system for filling tickets and these are being handled by the responsible devs. The devs work on the issues, however not all issues can be handled immediately due to the internal priorities and other circumstances which affect the development. Thank you for understanding.

Geez.