If you use setPosATL on a DEAD BODY/UNIT it will complete destroy the MODEL on each client in the game.
Description
Details
- Legacy ID
- 155393278
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Category
- Engine
use setPosATL in MP (Local or Dedicated) on a DEAD Body.
Event Timeline
Hello, i'm unable to reproduce the stretching issue on direct and dedicated server. Could you please provide more info? Thank you.
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.
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.