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Vehicles damaged underwater become permanently disabled
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Description

Vehicles damaged underwater become permanetly disabled

I tried a number of things to "wake" the vehicle up

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
General
Steps To Reproduce
  1. Editor.
  1. Drive vehicle into the water until you get forced out of it.
  1. Move the vehicle back up on land (script or zeus).
  1. <vehicle> setdamage 0;
  1. Vehicle engine will not start.

Event Timeline

janh added a subscriber: janh.Jan 21 2023, 3:14 PM

I believe this also happens on land when a vehicle is placed somewhere, for example "vehicle setVehiclePosition [[XYZ], [], 0, "NONE"]; (XYZ with Z: height ATL =0)

This sounds very similar. Not sure, it happens rarely and for my means to analyze, randomly. I described in the link below, in case helpful.
https://forums.bohemia.net/forums/topic/239334-wheeled-vehicle-engine-wont-turn-on-not-drivable/

The only solution I have is to replace by a scripted function checking vehicles every few secs:
"vehicle engineon true; -> sleep 0.1; If (not isengineon vehicle) then {moveout crew, delete vehicle, create new with same crew and stored vars}"

The only solution I have is to replace by a scripted function checking vehicles every few secs:

this is not a solution and this wont work for drowned vehicles as teh damage seems to be permanent

Cars fixed in 150293

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Feb 5 2023, 3:36 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.
This comment was removed by dedmen.
dedmen added a subscriber: dedmen.Feb 6 2023, 2:21 PM
Nemesi added a subscriber: Nemesi.Feb 8 2023, 6:43 PM

vehicle engineon true; does not work, isEngineOn turns false after that.

Is this intended behaviour? Don't seems the case reading above

Any workaround? Depending on mission type it may not be so "minor" issue byt somewhat annoying

Any workaround?

both
veh setDamage 0
and
veh setHitpointDamage ["hitEngine", 0]

should now work

Any workaround?

both
veh setDamage 0
and
veh setHitpointDamage ["hitEngine", 0]

should now work

In the RC you mean?

dev, don’t think it made it to rc

dedmen set Ref Ticket to AIII-55553.Mar 1 2023, 1:45 PM