gc8 977 Posted February 8, 2021 Hi There seems to be a bug in arma that when you deleteVehicle a unit the man is still left on the map but only that it becomes invisible. Now there's warning about this in here: https://community.bistudio.com/wiki/deleteVehicle But I'm using deleteVehicleCrew where ever needed and I still get these ghost objects on my map. Anyone else had this problem? thx 1 Share this post Link to post Share on other sites
gc8 977 Posted February 10, 2021 @Dedmen , others, What do the devs think about this, shouldn't it be fixed in the engine? 1 Share this post Link to post Share on other sites
killzone_kid 1330 Posted February 10, 2021 Try after 2.02 if still happening make a ticket with repro here: https://feedback.bistudio.com/project/view/1/ 1 Share this post Link to post Share on other sites
gc8 977 Posted February 11, 2021 @killzone_kid ok thx. when is 2.02 out? I fear that making repro is difficult because I have so big project it's hard to say what exactly causes the ghosts. But I will try if necessary 1 Share this post Link to post Share on other sites
killzone_kid 1330 Posted February 11, 2021 You have to understand, if we cannot reproduce a bug we cannot fix it, sorry but this is how it is. 1 Share this post Link to post Share on other sites
gc8 977 Posted February 11, 2021 25 minutes ago, killzone_kid said: You have to understand, if we cannot reproduce a bug we cannot fix it, sorry but this is how it is. Yes I understand that. I was just hoping someone could repro it if i can't 1 Share this post Link to post Share on other sites
gc8 977 Posted February 20, 2021 Devs. I was finally able to find the source of the problem. The problem appears to be radioChannelAdd, when that command is run on man and the man is deleted afterwards, it leaves a "ghost" object hanging around. Here's a full script to replicate the problem: (If you put testDude in console it's name will change upon deletion from: "B Alpha 1-3:1" to: "23c4ea2d600# 14: b_soldier_03.p3d" (Which means the object isn't deleted) addManToRadioChannel = { params ["_man"]; if(isnull _man) exitWith {}; if(!(_man getVariable ["channelReg",false])) then { systemchat format ["Adding to radio %1 %2", _man, supportChannel]; _man setVariable ["channelReg",true]; supportChannel radioChannelAdd [_man]; // The bug causing line }; }; supportChannel = radioChannelCreate [[180/ 255,216/ 255,238/ 255,1], "SUPPORT", "%UNIT_GRP_NAME", [], false]; sleep 0.1; _group = createGroup [west,false]; testDude = _group createUnit ["B_crew_F", getpos player, [], 0, "NONE"]; testDude call addManToRadioChannel; sleep 2.0; deletevehicle testDude; // The ghosting start line Sure took long time to figure this one out, hopefully it will be fixed soon 🙂 Edit: Will make a ticket later if you guys dont... Edit 2: Using radioChannelRemove on the man prior to deleting seems to fix this bug 2 Share this post Link to post Share on other sites
pierremgi 4857 Posted February 20, 2021 If I follow your test (with your code for radio channel) on edited crew + vehicles, there is no ghost. So, something about the way units are created (createUnit)? Need more tests. Share this post Link to post Share on other sites
gc8 977 Posted February 20, 2021 16 minutes ago, pierremgi said: If I follow your test (with your code for radio channel) on edited crew + vehicles, there is no ghost. So, something about the way units are created (createUnit)? Need more tests. I only tested with createUnit and empty mission (VR) Share this post Link to post Share on other sites
gc8 977 Posted February 23, 2021 This seems to be still broken in 2.02 1 Share this post Link to post Share on other sites
killzone_kid 1330 Posted February 26, 2021 On 2/20/2021 at 1:51 PM, gc8 said: Will make a ticket later if you guys dont... Thank you for the repro, no need for the FT ticket, I gotcha! 3 1 Share this post Link to post Share on other sites
killzone_kid 1330 Posted March 15, 2021 Should be fixed since rev.147434 2 1 Share this post Link to post Share on other sites