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1.24 Experimental | Possible weapon clipping through geometry with new LiftWeaponCheck
Confirmed Internally, NormalPublic

Description

The new 1.24 weapon lifting check logic is pretty robust with vanilla DayZ, but given that it's based on an approximation of the weapon position, it may fail under certain scenarios, such as when the SDayZPlayerAimingModel::m_fAimXHandsOffset or m_fAimYHandsOffset have high values.

The hands offsets seem to only be changed by breathing sway, recoil and shakes, and it generally is fine, but it could occur that a combination of these values may result in a high hand offset value, causing the weapon to clip through geometry, hence allowing the player to shoot through walls.
Although unlikely in vanilla DayZ, the issue could occur when using mods (e.g. a modded weapon with a very high recoil value) or like with my sGunplay mod, in which I change the SDayZPlayerAimingModel::m_fAimXHandsOffset while hipfiring

Details

Severity
Minor
Resolution
Open
Reproducibility
Always
Operating System
Windows 10 x64
Category
Other
Additional Information

Reproduced with 1.24.157302, DayZ diag executable.
Well, it seems to be reproducible with 1.23 as well, but I just found out :)

Any particular reason about why the LiftWeaponCheck is not performed using actual weapon position (maybe through weapon selections)?
Is it related to performance or server/client synchronization possible issues?
If it's for other reasons, would it be safe for me to implement LiftWeaponCheck using weapon selections? (I heavily rely on hands offset in my mod :( )

Event Timeline

simonvic created this task.Jan 23 2024, 7:00 PM
simonvic edited Additional Information. (Show Details)Jan 23 2024, 7:16 PM
simonvic edited Additional Information. (Show Details)
Geez changed the task status from New to Awaiting internal Testing.Jan 24 2024, 10:32 AM
Geez changed the task status from Awaiting internal Testing to Confirmed Internally.Feb 2 2024, 12:36 PM