thy_ 166 Posted December 22, 2024 Loaded: only Default DLC / No CDLC loaded! 1) Diving Goggles are not shown: For player on land: AI units, the goggles are shown only in water (as expected?): And the goggles are shown for players if they get in the water too: Is this correct behavior to automatically remove the mask when not in water? 2) If you createUnit in water (via script) and ask them to go to dry land, the swimming animation is still running on dry land (that is if the unit doesn't drown before when the script has some -sleep command- too long right after the unit is spawned and the unit has no breather). Spoiler Bugged uniforms: U_B_Wetsuit U_O_Wetsuit U_I_Wetsuit U_B_survival_uniform Evidences: If you throw the unit to the sky, forcing to use the parachute, after landing the unit restores the ability to walk normally. IMPORTANT: if you add a group of divers by Eden editor and set for them a regular move waypoint also through Eden, everything works well (except the mask not shown until to run): 3) Using Zeus to drag and drop a diver from underwater to dry land: the swimming animation still running on land. It would be great if someone else confirmed this weird behavior too. Happy holidays, kids 😉 Share this post Link to post Share on other sites
thy_ 166 Posted December 29, 2024 Spawning in water, amphibious vanilla APC (e.g. "B_APC_Wheeled_01_cannon_F") doesn't its engine if its move waypoint exceeds ~3.2Km. Doesn't matter if the vehicle is placed by Eden or scripting, over 3.2km its doesn't move. Forcing it by script has an unreliable result. Images above | APC placed by Eden or script, no mods: ~6 km waypoint range = vehicle doesn't move. Even forcing the vehicle to move, nothing happens: driver (vehicle leader _grp) doMove (waypointPosition [_grp, 1]); Images below | APC placed by Eden or script, no mods: ~3.2 km waypoint range = vehicle moves. Share this post Link to post Share on other sites
thy_ 166 Posted December 30, 2024 On 12/22/2024 at 7:05 PM, thy_ said: Evidences: New tests. This anomaly doesn't happen if you spawn a unit that IS a diver originally. For example, the animation anomaly doesn't happen when we spawn a "B_diver_F" unit but occurs if we use a non-diver classname, e.g., "B_Soldier_A_F" (given them the diver loadout). Using a non-diver classname and dynamically changing the unit loadout to a diver loadout will create an unreliable result where sometimes the diver animation still going on land, other everything runs okay. Fyi: tests took place in Tanoa and Stratis. Share this post Link to post Share on other sites