Cheitan 33 Posted April 24, 2019 Hey everyone, I set up a scenario using Eden, and the EditTerrainObject module to give a damaged look to a few buildings. I hosted it on my PC and had a try with one of my team mates. We are encoutering a strange behaviour : - I can see buildings as damaged. - He can see buildings as clean. - When I enter a damaged building, nothing change. - When he enter a damaged building, he can see some kind of glitch, with the damaged version quickly appearing and then the clean version is here again. I had a look on the function used by the module, but it seems perfectly fine. Did anyone ever had a similar problem ? Thanks, Cheitan Share this post Link to post Share on other sites
pierremgi 4851 Posted April 25, 2019 Known bug. This module function is server oriented but it fails despite the properties of most of the inner commands... If you can apply damage on building, just add a trigger at the position of the building and: condition: TRUE on activation: 0= thisTrigger spawn {_house = (nearestTerrainObjects [getpos _this,["house","building","tourism"],20])#0; _house setDamage [1,false]}; NOTE: Server only for trigger should (will) work now! Tested "Land_dp_bigTank_F" for bug and solution. 2 Share this post Link to post Share on other sites
Cheitan 33 Posted April 28, 2019 thanks @pierremgi. I ended up replacing all those modules with one single server-side script to manually apply damage without effects at mission startup. With such a workaround, everything was fine. Very strange bug, nonetheless... 1 Share this post Link to post Share on other sites
phronk 898 Posted April 28, 2019 https://community.bistudio.com/wiki/nearestTerrainObjects _nearBuildings = nearestTerrainObjects [ this, ["BUILDING","HOUSE"], 100]; {_x setDamage 1}forEach _nearBuildings; Quick example how to setDamage to buildings that come with the terrain. Refer to the link for other classes the command can find. 1 1 Share this post Link to post Share on other sites