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Units accidentally placed on a rock in the editor will spawn on the ground 'inside' the rock.
Reviewed, NormalPublic

Description

If I place a unit on the map, and the unit happens to be placed 'on' a rock. After mission start the unit will be placed inside the rock. On the floor with the outside of the rock as walls.

Here is an example:
http://sacha.ligthert.net/screenshots/ARMA/3/feedback/arma3%202013-03-07%2001-06-52-863.png
http://sacha.ligthert.net/screenshots/ARMA/3/feedback/arma3%202013-03-07%2001-06-38-703.png

Details

Legacy ID
3668269112
Severity
Major
Resolution
Open
Reproducibility
Always
Category
Editor
Steps To Reproduce
  1. Open the editor
  2. Spawn unit on this coordinations [4075.99,7411.69,0.0019722]
  3. Preview the mission
Additional Information

It is as if rocks aren't seen as physical objects. But this is detrimental to scripts that spawn units on the fly at random spots. If a unit ends up being trapped who knows what will happen.

This could possibly be related to the fish I've seen swimming through rocks in the diving showcase.

Event Timeline

Ligthert edited Steps To Reproduce. (Show Details)Mar 8 2013, 3:46 AM
Ligthert edited Additional Information. (Show Details)
Ligthert set Category to Editor.
Ligthert set Reproducibility to Always.
Ligthert set Severity to Major.
Ligthert set Resolution to Open.
Ligthert set Legacy ID to 3668269112.May 7 2016, 11:38 AM

Still present in the recent dev-build. It hinders random placement of AI. :-(

@Ligthert: Check whether a position returned by your randomizing script is occupied by any objects before spawning your unit. The findEmptyPosition command (http://community.bistudio.com/wiki/findEmptyPosition) might also be useful. Keep in mind, these suggestions are just a stop-gap - this is a serious bug and does need to be fixed.

findEmptyPosition does not work properly. Might be related to the described issue.

Yeah, I've been caught by this on occasion.

MrBen added a subscriber: MrBen.May 7 2016, 11:38 AM
MrBen added a comment.Jun 11 2013, 3:56 PM

I can confirm this also

nearestLocation [getPos player,"RockArea"]returns "No Location"
while "Hill" works

C:\Arma3 pbos\ui_f\a3\ui_f\config.cpp
class RockArea: Hill
{

		texture = "\A3\ui_f\data\map\locationtypes\rockarea_ca.paa";

};

In the meantime I've discovered the same goes for large fuel tanks (these big verticle cylinders and) piers.