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UAV does not have collision with units, but units do [VIDEO]
Assigned, WishlistPublic

Details

Legacy ID
3619603812
Severity
None
Resolution
Reopened
Reproducibility
Always
Category
UAV (Unmanned Aerial Vehicle)

Event Timeline

Killzone_Kid edited Additional Information. (Show Details)
Killzone_Kid set Category to UAV (Unmanned Aerial Vehicle).
Killzone_Kid set Reproducibility to Always.
Killzone_Kid set Severity to None.
Killzone_Kid set Resolution to Reopened.
Killzone_Kid set Legacy ID to 3619603812.May 7 2016, 6:48 PM
Killzone_Kid edited a custom field.

Confirming this. Noticed it the other day.

After more testing what happens is when UAV is colliding with a unit, the damage to the unit is registered from "B_UAV_AI" which is the driver and not the craft. This is why EpeContact never fires for the craft, and if EH is assigned to the driver, it also doesn't fire as AI driver seems to get 0 damage.

Made a workaround based on the above, but this solution is far from ideal: http://www.youtube.com/watch?v=NLrLerlb3lo

Should be fixed in dev branch.

Unfortunately, this issue is not solved. Here is the video after the fix:

http://www.youtube.com/watch?v=KKGbtb4AMKs

What changed is that the unit may (or may not) get pushed when uav is colliding with the unit. TBH this change doesn't make it better... well, maybe even worse, sorry dude :(

What expected is

  1. EpeContact type event handler attached to UAV to fire when UAV collides with the unit. Currently this doesn't happen at all.
  1. UAV bouncing off unit like it was an obstacle and possibly getting damaged (optional as it can be done with EpeContact EH if it is fixed)
  1. I'm not sure about this as expected behaviour. The EpeContact event handler is triggered only when PhysX collision happens (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers#EpeContact). Foot soldiers are not a part of the PhysX scene and collisions with them are computed different way. Because of this, collision between soldier and any vehicle is not triggering the EpeContact type of event handler.
  1. I have tested it with manually driven UAV and collisions were much better. Both, soldier and UAV, got some damage according to speed of UAV and they were destroyed in high speeds. Could you please give me some repro for testing used in that video? I guess createVehicle and setVelocity script commands are used? Thanks!

In my tests uav is flawn by AI, this is why it might be different. Just createVehicleCrew for empty uav and set velocity towards target. In your tests, does uav push unit? Id rather prefer to go back how it was before as new behaviour looks a bit silly and also I found workaround.