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setPosATL on DEAD unit destroy the Model !
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Description

If you use setPosATL on a DEAD BODY/UNIT it will complete destroy the MODEL on each client in the game.

Details

Legacy ID
155393278
Severity
None
Resolution
Open
Reproducibility
Always
Category
Engine
Steps To Reproduce

use setPosATL in MP (Local or Dedicated) on a DEAD Body.

Additional Information

Event Timeline

R34P3R edited Steps To Reproduce. (Show Details)May 7 2015, 12:32 AM
R34P3R edited Additional Information. (Show Details)
R34P3R set Category to Engine.
R34P3R set Reproducibility to Always.
R34P3R set Severity to None.
R34P3R set Resolution to Open.
R34P3R set Legacy ID to 155393278.May 8 2016, 12:03 PM

Same here!
Needs hotfix...

Adam added a comment.May 7 2015, 9:52 AM

Hello, i'm unable to reproduce the stretching issue on direct and dedicated server. Could you please provide more info? Thank you.

R34P3R added a subscriber: R34P3R.May 8 2016, 12:03 PM

i think the problem is, that the dead body is not local to the host because the issue only apears on the clients not on the Host Player. If i have time i will reproduce it.

if you have time, create a unit per script on the client side, so the unit is local to the client and not to the host/server player. then call the setPosATL command from the host/server side. Now check if the model still ok in the client/ second player.

R34P3R added a comment.May 8 2015, 1:30 AM

CALL SetPosATL on each client seems to fix the bug.

R34P3R added a comment.May 8 2015, 1:21 PM

i think, giving an dead unit the same ID on each Client will fix the problem. Currently dead units get random ids on each client. ID# NR MODEL.P3D REMOTE

Update: Finaly setPosATL [x,x,x] (FIXED COORDINATES) on each client will fix this problem. If you use: setPosATL getPosATL _unit the position of the given unit seems not to be 100% the same on each client so the model get stretched.