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reverse damage on static object are bugged for JIP
Assigned, WishlistPublic


when u setdamage 0 on a "destruct" static obj (damage = 1), jip player dont see the right simulation for this obj (look like damage 1, but damage = 0).


Legacy ID
Steps To Reproduce

break a "static object" (map object).
setdamage 0 to this obj. (look at script on additional info)
disconnect/go to lobby

obj look break but damage = 0. (look at script on additional info)

Additional Information

script for setdamage 0 on damaged static obj / and count damaged obj:

_l = [];
_near = nearestObjects [player, [], 50];

if ((damage _x) > 0) then {
   if!(_x isKindOf "Man" OR _x isKindOf "Car" OR _x isKindOf "Ship" OR _x isKindOf "Air") then {
      _l pushback _x;
      _x setdamage 0;

} forEach _near;
hint format["%1", count _l];

Event Timeline

havena edited Steps To Reproduce. (Show Details)Apr 13 2015, 11:41 PM
havena edited Additional Information. (Show Details)
havena set Category to Multiplayer.
havena set Reproducibility to Always.
havena set Severity to None.
havena set Resolution to Open.
havena set Legacy ID to 2192623440.May 8 2016, 11:56 AM
havena edited a custom field.

after JIP, set damage to 1 (no visual effect), then back to 0 make the obj look "alive".

I have take a look on BIS fnc, but i dont find any array of damaged objs for MP JIP.

@Adam please dont forget this please, if we can revert damage, we can lower JIP network usage and reduce server reboot delay and up server perf !!

and perhaps add a feature on engine for reset terrain object after X min/when no player are nearby (no player in X m around).