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Vehicle Tracks Cannot be Destroyed
Closed, ResolvedPublic

Description

Vehicle tracks cannot be destroyed or rendered inoperable despite taking maximal damage from explosives OR through setHit.

Details

Legacy ID
548026974
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Game Physics
Steps To Reproduce

There are two ways to go about this:

First method (setHit):

  1. Place an empty Panther in the editor named "bob" without quotes.
  2. Get in the vehicle as the driver.
  3. Press escape and open the menu, and enter "bob setHit ["pas_L", 1]" in the debug executor, followed by pressing local exec.
  4. Attempt to drive the vehicle, and note that it is still moving despite having a completely destroyed track.
  5. You can repeat this on the other track with pas_P. It will not make any difference and the vehicle will still operate.

Second method (explosives):

  1. Place an empty Panther named "bob" and an explosive specialist (as player) in the editor.
  2. Place an explosive charge close to the Panther in game, and detonate it at a safe distance.
  3. Get in as the driver of the Panther. If you've taken engine damage, use "bob setHit ["motor", 0]" to repair the engine to full health.
  4. Note that, as before, the vehicle is still functional and drivable despite the tracks being completely destroyed.
Additional Information

This issue affects BOTH of the tracked vehicles, I only used the Panther for reference.

This issue has been present since the vehicles were introduced, and is not new.

Event Timeline

Zanarias edited Steps To Reproduce. (Show Details)Aug 15 2013, 8:05 PM
Zanarias edited Additional Information. (Show Details)
Zanarias set Category to Game Physics.
Zanarias set Reproducibility to Always.
Zanarias set Severity to None.
Zanarias set Resolution to Fixed.
Zanarias set Legacy ID to 548026974.May 7 2016, 4:02 PM

The panther/Namer is mine resistant in real life.

AD2001 added a subscriber: AD2001.May 7 2016, 4:02 PM

And what about the setHit method?

It's not just resistant, the tracks are literally unbreakable regardless of the damage they've taken.

If that's the way they're headed, then so be it, but it makes the left and right track indicators on the HUD pointless.

This is resolved as of whatever version brought Altis.