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Cheitan

EditTerrainObject strange behaviour in MP

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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

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Known bug.

This module function is server oriented but it fails despite the arguments_local.gifeffects_global.gif  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.

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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...

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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.

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