SadBoy1981 Posted March 29, 2015 Report Share Posted March 29, 2015 On my server still have problem with vehicle explode when player try to use it! I was sure that new update fix this problem! How about on your servers? Is this problem still there? Link to comment Share on other sites More sharing options...
Richie Posted March 29, 2015 Report Share Posted March 29, 2015 It's an ArmA bug but BI refuse to accept it :rolleyes: It happens on all mods, Epoch, Wasteland, KOTH etc Link to comment Share on other sites More sharing options...
Metalfoundry Posted March 29, 2015 Report Share Posted March 29, 2015 here too... it´s awful....... Link to comment Share on other sites More sharing options...
SadBoy1981 Posted March 29, 2015 Author Report Share Posted March 29, 2015 Sad... :( Link to comment Share on other sites More sharing options...
SzepyCZ Posted March 29, 2015 Report Share Posted March 29, 2015 shoot the vehicle before you enter in Nic 1 Link to comment Share on other sites More sharing options...
Fog Horn Posted March 29, 2015 Report Share Posted March 29, 2015 https://www.youtube.com/watch?feature=player_embedded&v=_4hvgxOsrQI Link to comment Share on other sites More sharing options...
DayZ Vet Posted March 29, 2015 Report Share Posted March 29, 2015 shoot the vehicle before you enter in Not full proof as it has still blown up after once or twice for me, i wonder if a indestructible locked vehicles script could help with some player communitys for vehicles that blow up inside bases and buildings Link to comment Share on other sites More sharing options...
Brez Posted March 30, 2015 Report Share Posted March 30, 2015 A multi gun with a vehicle repair attachment is the only thing you can do at this point.. Shoot it once b4 getting in almost every time. Probably gonna be that way for the lifetime of this mod. They might want to increase the spawn rate of multi guns. lol Link to comment Share on other sites More sharing options...
Nic Posted March 30, 2015 Report Share Posted March 30, 2015 A multi gun with a vehicle repair attachment is the only thing you can do at this point.. Shoot it once b4 getting in almost every time. Probably gonna be that way for the lifetime of this mod. They might want to increase the spawn rate of multi guns. lol Regular guns work just fine for me, just use a pistol and shoot it in a non critical area. Link to comment Share on other sites More sharing options...
KiloSwiss Posted March 30, 2015 Report Share Posted March 30, 2015 This is something untestet on a live server(!), but it may help to temporary fix the problem. Place this file into Your epoch.<island>.pbo and exec it from the init.sqfvehExploFix.zip Report back if it works (or even makes things worse). /edit Here is a video showing You what happens if You approach heavily damaged vehicles with the distance lowered to 10m. Default is 100m in the script you can download, so should be safe for players to use. Greez KiloSwiss QrizZ 1 Link to comment Share on other sites More sharing options...
Kroenen Posted March 30, 2015 Report Share Posted March 30, 2015 Testing this on my server now, will let you know. Nice work as always Kilo :) Link to comment Share on other sites More sharing options...
1Man Posted March 30, 2015 Report Share Posted March 30, 2015 I like the idea but could see players using this to destroy other players vehicles. Link to comment Share on other sites More sharing options...
SadBoy1981 Posted March 31, 2015 Author Report Share Posted March 31, 2015 I like the idea but could see players using this to destroy other players vehicles. good question! Link to comment Share on other sites More sharing options...
KPABATOK Posted March 31, 2015 Report Share Posted March 31, 2015 shoot the vehicle before you enter in doesn't always work. I just shot a humming bird with a pistol, it did not explode, got in and BOOM, I guess it is possible that the caliber didn't do any damage to it so next time will be using Lynx or LRR. Just weird but I don't think that vehicles which explode are damaged in a first place. Maybe they get damaged when you get in? Otherwise it would be visually possible to see if a vehicle is damaged or not. Link to comment Share on other sites More sharing options...
1Man Posted March 31, 2015 Report Share Posted March 31, 2015 There is a rumor that if there are to many Heli's on a server this can be the cause, so I went around bouncing from one heli to the next boom boom boom and after awhile they stopped so it could be true. Link to comment Share on other sites More sharing options...
KiloSwiss Posted March 31, 2015 Report Share Posted March 31, 2015 I like the idea but could see players using this to destroy other players vehicles.No, no, that's not how it works. The script reveals already damaged/destroyed vehicles when the player gets close to them, so they blow up before any player gets the chance to hop in and die by the explosion. The Video only shows the priciple of how this works, but You will not blow up every vehicle You approach. That would be crazy! Greez KiloSwiss second_coming and DirtySanchez 2 Link to comment Share on other sites More sharing options...
DirtySanchez Posted March 31, 2015 Report Share Posted March 31, 2015 Thanks kilo, hope I get to test this over the week Link to comment Share on other sites More sharing options...
KiloSwiss Posted March 31, 2015 Report Share Posted March 31, 2015 And I hope it serves its purpose. Maybe I have to look into the EPOCH code and alter the script a bit. I rely on Your feedback guys! Link to comment Share on other sites More sharing options...
Brez Posted March 31, 2015 Report Share Posted March 31, 2015 Anyway a script could be written to perform the following: When you approach the vehicle and mouse wheel there is an option to display the health attributes of the vehicle on the screen before entering it. The same attributes you would see on the screen when you enter it. So then you would know the state of the vehicles health. To me that would be ideal. A2 had this feature and they neglected to incorporate it into A3. Link to comment Share on other sites More sharing options...
KiloSwiss Posted March 31, 2015 Report Share Posted March 31, 2015 As long as the vehicle is not "revealed" to the client the "cursorTarget" returns nothing, just as the vehicle would not exist.Even if you enable simulation on that vehicle (simulation is disabled for performance and bandwidth reasons), the actual state of the vehicle is broadcasted to the client with a delay, or immediately when he enters that vehicle and becomes the owner of it.so the client does not know that this vehicle, he is standing in front of is so badly damaged, that it should have been blown up already, because simulation was previously disabled and he did not receive the damage value of that vehicle yet, but he will at least in the moment he gets in that vehicle and "boom" (see Fog Horns video). This is why my script reveals all vehicles in a radius of 100m to the player after it enables simulation on them, that way the actual state (position, direction, damage, etc.) gets immediately transferred to the client and the vehicle (if damaged/destroyed) blows up in a safe distance to the player.At least this is how it should work if I get my facts right and there is no Epoch code reverting the actions of this script. happydayz, computermancer and QrizZ 3 Link to comment Share on other sites More sharing options...
infiSTAR Posted March 31, 2015 Report Share Posted March 31, 2015 Is it because the actual vehicle has 0 damage and simulation disabled and as soon as you go close the epoch code enables simulation and arma then calculated the damage of thie hitpoints to total damage? If that is so maybe just setting damage 0 to it before enabling sim? :P dennis_stk and happydayz 2 Link to comment Share on other sites More sharing options...
maca134 Posted March 31, 2015 Report Share Posted March 31, 2015 Is it because the actual vehicle has 0 damage and simulation disabled and as soon as you go close the epoch code enables simulation and arma then calculated the damage of thie hitpoints to total damage? If that is so maybe just setting damage 0 to it before enabling sim? :P OMG Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted March 31, 2015 Report Share Posted March 31, 2015 So simple but o so difficult it would seem. :P Link to comment Share on other sites More sharing options...
Richie Posted April 1, 2015 Report Share Posted April 1, 2015 Is this confirmed as working ? :unsure: Link to comment Share on other sites More sharing options...
SadBoy1981 Posted April 1, 2015 Author Report Share Posted April 1, 2015 Some players blowing up anyway today after si into vehicle! Link to comment Share on other sites More sharing options...
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