User Details
- User Since
- Aug 25 2014, 7:57 PM (535 w, 13 h)
May 11 2016
Shooting from inside to outside is the same. In other words, the firestation doors stay closed for bullets.
May 10 2016
I don't think it's the player hitbox getting stuck, because
- the invisible zombie can be "taken off" a player by another player going close enough
- running away results in the sound coming from the invisible zombie follow, can be left behind by sprinting, the sound comes from further; then slowing down, the sound catches up, and if it reaches the player, it attacks
Randomly happens in 0.49, can happen quite often!
A Hungarian and a UK client connected to a German server both experienced a single invisible zombie together, so I guess the issue is not client-related.
My current guess is that if a zombie is gets hit at a certain point in it's animation sequence, the ragdoll death is initiated without the zombie actually dying, and leaves the zombie without a body.
On occasion the invisible zombie can be hit, but it is usually not where it's sound or attack is coming from. Maybe sunken into the ground and attacking from below or from lower then normally.
VERY annoying bug! The only thing to do is to immediately start sprinting away and loosing the invisible zombie by breaking it's line of sight long enough for it to stop following. This in itself is dangerous and annoying, new threats noticing, teams separating, way back blocked by the invisible zombie standing SOMEWHERE. Any passer-by will get attacked.
Server restart clears the situation.
Is this crash 32bit Windows only?
Sorry, I've got no RAR (uploaded AppData folder as a .zip).
Problem signature:
Problem Event Name: BEX Application Name: DayZ.exe Application Version: 0.48.124.737 Application Timestamp: 53ea1406 Fault Module Name: StackHash_0a9e Fault Module Version: 0.0.0.0 Fault Module Timestamp: 00000000 Exception Offset: 00000000 Exception Code: c0000005 Exception Data: 00000008 OS Version: 6.1.7601.2.1.0.256.48 Locale ID: 2057 Additional Information 1: 0a9e Additional Information 2: 0a9e372d3b4ad19135b953a78882e789 Additional Information 3: 0a9e Additional Information 4: 0a9e372d3b4ad19135b953a78882e789
IMO no sights should tilt. IRL you would still keep your sights horizontal.
Quote from Hoak http://steamcommunity.com/app/222880/discussions/0/828937545907306854/
"On a related note (and very annoying to see in Insurgency), is that so far Ghost Recon and Call Of Duty 4 are the only games to get both weapon handling and camera perspective correct with respect to 'leaning', i.e. no tilting of of the camera and canting of the weapon sights when 'leaning'... Canting a firearm from any fire position is still strongly discouraged in most Mil firearms training (with the exception of some specialized CQC handgun paradigms like Castle's CAR Shooting System) and our brains keep then world upright regardless of our heads position..."
Hoak again at http://steamcommunity.com/app/222880/discussions/0/558747287962894992/
"Summarily, A canting camera and/or weapon is technically, metrically wrong in terms of proper weapon handling and perspective -- the world does not 'tilt' if we cant our body, head, or rifle; separately or in unison.
As well, canting an aimed firearm from any fire position is improper weapon handling, that is rigorously repudiated and corrected in virtually all firearms training -- military and civilian."