Havoc302 Posted January 11, 2015 Report Share Posted January 11, 2015 1. Vehicles exploding on server load in. From what we can tell is caused by the server loading all vehicles in pointing North then rotating them into position (as reported by a few others on this forum). Potential fix is to turn all damage handling off before the server loads the vehicles directon from the database, so load it separately. wait a few seconds until it's definitely rotated then enable damage handling again. 2. Vehicles exploding when people get in them. I can only assume this is related to the file that loads the vehicles on the server, where near the bottom enableVehicleSimulation is set to false. So the vehicle is loaded in by the server floating, often you can see it drop a little when you approach it showing that simulation has been enabled but sometimes it doesn't do it. So you get into a vehicle that's obviously been damaged at the loading of the server but simulation doesn't happen until you get in, then it explodes. Enabling vehicle simulation at server load coupled with the above rotating damage handling fix should see these issues completely resolved. LaggedToDeath, Gasman, nedfox and 1 other 4 Link to comment Share on other sites More sharing options...
nedfox Posted January 12, 2015 Report Share Posted January 12, 2015 Good post. We're going to try a fix and report back. Link to comment Share on other sites More sharing options...
DirtySanchez Posted January 20, 2015 Report Share Posted January 20, 2015 Any word yet on this resolution. Any Devs wanna chime in about this issue and if you are considering or have already done this type of fix? Link to comment Share on other sites More sharing options...
KPABATOK Posted January 29, 2015 Report Share Posted January 29, 2015 Yep, saw some servers, all cars that spawn are damaged. Managed to drive one to the trader (with no wheels, took me 30 minutes) and sell it and then re-buy it. Link to comment Share on other sites More sharing options...
Gasman Posted February 4, 2015 Report Share Posted February 4, 2015 Im having the same issue. Jets always, helis and land vehicles sometimes. Drones either dissapear once deployed or blow up. If they are designated by way point the seem less prone to exploding. Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted February 4, 2015 Report Share Posted February 4, 2015 Im having the same issue. Jets always, helis and land vehicles sometimes. Drones either dissapear once deployed or blow up. If they are designated by way point the seem less prone to exploding. What game are you talking about? I'm pretty sure A3 Epoch doesn't have jets, nor does it have deployable drones. Link to comment Share on other sites More sharing options...
Gasman Posted February 4, 2015 Report Share Posted February 4, 2015 sorry I host wasteland aswell. seems to be happening across different mods js2k6 1 Link to comment Share on other sites More sharing options...
Suppe Posted February 4, 2015 Report Share Posted February 4, 2015 sorry I host wasteland aswell. seems to be happening across different mods äääähhhmmm, yes, because it is a arma bug, and not a epoch bug. the epoch devs can not completely repair arma. dont park near a wall or on a wooden floor and your vehicles are safe. js2k6 1 Link to comment Share on other sites More sharing options...
Stranger Posted February 4, 2015 Report Share Posted February 4, 2015 Same here on our server... Link to comment Share on other sites More sharing options...
Brez Posted February 4, 2015 Report Share Posted February 4, 2015 I've experienced them both... However. Number 2 I've had happen when I got out of a vehicle parked in perfect condition (both ground and air vehicles) and when I returned and got back in it just blew up. I'm getting into a mode where I'm starting to question if A3 is going to be a good platform for Epoch when looking at longevity. But I guess once they get the mod done and all the work-arounds to fix the shabby work of BI maybe it'll be ok. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 5, 2015 Report Share Posted February 5, 2015 Is there even a ticket for this up on the feedback tracker? I looked and didn't see one that accurately fit the description of what's going on. Link to comment Share on other sites More sharing options...
Fog Horn Posted February 5, 2015 Report Share Posted February 5, 2015 Good post. We're going to try a fix and report back. (Sounds in background) Saw,Saw,Hammer,Hammer ......... How's it working out ? Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 6, 2015 Report Share Posted February 6, 2015 Tracker ticket created Link to comment Share on other sites More sharing options...
mgm Posted February 14, 2015 Report Share Posted February 14, 2015 Just blew up a second time which made me come look for a fix... so this is an Arma III bug which Epoch devs can't fix and we will have to live with it till BI fixes it - is that right? :( viper179 1 Link to comment Share on other sites More sharing options...
Havoc302 Posted February 14, 2015 Author Report Share Posted February 14, 2015 I'm not convinced of that, looking at the script which loads vehicles from the database, which is an EPOCH script tells me they can do something about it. Link to comment Share on other sites More sharing options...
Havoc302 Posted February 14, 2015 Author Report Share Posted February 14, 2015 It'll be here I'm thinking, in a3_epoch_server.pbo > compile > epoch_vehicle > EPOCH_load_vehicles.sqf _vehicle=createVehicle[EP_class,_location,[],0,"CAN_COLLIDE"]; _vehicle call EPOCH_server_setVToken; _vehicle setposATL _location; _vehicle setVectorDirAndUp[_vdir,_vup]; _vehicle setDamage EP_damage; _actualHitpoints=_vehicle call EPOCH_getHitpoints; if((count _actualHitpoints)==(count EP_hitpoints))then{{_vehicle setHitPointDamage[_x,(EP_hitpoints select _forEachIndex)]; }forEach _actualHitpoints; }; _vehicle setFuel EP_fuel; _vehicle call EPOCH_server_vehicleInit; _config=configFile >> "CfgVehicles" >> EP_class >> "availableColors"; if(isArray(_config))then{_colors=getArray(_config); _textureSelectionIndex=configFile >> "CfgVehicles" >> EP_class >> "textureSelectionIndex"; _selections=if(isArray(_textureSelectionIndex))then{getArray(_textureSelectionIndex)}else{[0]}; _count=(count _colors)-1; {_textures=_colors select 0; if(_count >=_forEachIndex)then{_textures=_colors select _forEachIndex; }; _vehicle setObjectTextureGlobal[_x,(_textures select EP_color)]; }forEach _selections; _vehicle setVariable["VEHICLE_TEXTURE",EP_color]; }; clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearBackpackCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; _vehicle disableTIEquipment true; _vehicle lock true; _vehicle setVariable["VEHICLE_SLOT",str(_i),true]; diag_log format["FILLING: _vehicle %1 pos: %2",_vehicle,(getPosATL _vehicle)]; {_objType=_forEachIndex; _objTypes=_x; _objQty=[]; I'm no developer, so I may be way off, but I think if they added a line to remove damage handling before setting it's position then turned damage handling back on after it's finished loading everything it might stop it from colliding with things when it's loaded. I guess something like this: _vehicle=createVehicle[EP_class,_location,[],0,"CAN_COLLIDE"]; _vehicle call EPOCH_server_setVToken; _vehicle addeventhandler [handleDamage "false"]; _vehicle setposATL _location; _vehicle setVectorDirAndUp[_vdir,_vup]; _vehicle addeventhandler [handleDamage "true"]; _vehicle setDamage EP_damage; Link to comment Share on other sites More sharing options...
mgm Posted February 14, 2015 Report Share Posted February 14, 2015 It'll be here I'm thinking, in a3_epoch_server.pbo > compile > epoch_vehicle > EPOCH_load_vehicles.sqf _vehicle=createVehicle[EP_class,_location,[],0,"CAN_COLLIDE"]; _vehicle call EPOCH_server_setVToken; _vehicle setposATL _location; _vehicle setVectorDirAndUp[_vdir,_vup]; _vehicle setDamage EP_damage; _actualHitpoints=_vehicle call EPOCH_getHitpoints; if((count _actualHitpoints)==(count EP_hitpoints))then{{_vehicle setHitPointDamage[_x,(EP_hitpoints select _forEachIndex)]; }forEach _actualHitpoints; }; _vehicle setFuel EP_fuel; _vehicle call EPOCH_server_vehicleInit; _config=configFile >> "CfgVehicles" >> EP_class >> "availableColors"; if(isArray(_config))then{_colors=getArray(_config); _textureSelectionIndex=configFile >> "CfgVehicles" >> EP_class >> "textureSelectionIndex"; _selections=if(isArray(_textureSelectionIndex))then{getArray(_textureSelectionIndex)}else{[0]}; _count=(count _colors)-1; {_textures=_colors select 0; if(_count >=_forEachIndex)then{_textures=_colors select _forEachIndex; }; _vehicle setObjectTextureGlobal[_x,(_textures select EP_color)]; }forEach _selections; _vehicle setVariable["VEHICLE_TEXTURE",EP_color]; }; clearWeaponCargoGlobal _vehicle; clearMagazineCargoGlobal _vehicle; clearBackpackCargoGlobal _vehicle; clearItemCargoGlobal _vehicle; _vehicle disableTIEquipment true; _vehicle lock true; _vehicle setVariable["VEHICLE_SLOT",str(_i),true]; diag_log format["FILLING: _vehicle %1 pos: %2",_vehicle,(getPosATL _vehicle)]; {_objType=_forEachIndex; _objTypes=_x; _objQty=[]; I'm no developer, so I may be way off, but I think if they added a line to remove damage handling before setting it's position then turned damage handling back on after it's finished loading everything it might stop it from colliding with things when it's loaded. I guess something like this: _vehicle=createVehicle[EP_class,_location,[],0,"CAN_COLLIDE"]; _vehicle call EPOCH_server_setVToken; _vehicle addeventhandler [handleDamage "false"]; _vehicle setposATL _location; _vehicle setVectorDirAndUp[_vdir,_vup]; _vehicle addeventhandler [handleDamage "true"]; _vehicle setDamage EP_damage; I hope a dev sees this soon... Link to comment Share on other sites More sharing options...
mgm Posted February 15, 2015 Report Share Posted February 15, 2015 Just blew up again. I guessh I will be coming here often lol Please someone help fix this blew up bug. I was looking for a cargo heli for 3 hours. Finally found one, landed next to it, got in and big bang! Link to comment Share on other sites More sharing options...
prone Posted February 15, 2015 Report Share Posted February 15, 2015 Very common on our server as well. Link to comment Share on other sites More sharing options...
Havoc302 Posted February 15, 2015 Author Report Share Posted February 15, 2015 Yeah i have a lot of very active admins so we just revive the player and respawn the vehicle, it's a inconvenience but we work around it for now. Link to comment Share on other sites More sharing options...
kidZx Posted February 16, 2015 Report Share Posted February 16, 2015 Bumping for a fix too, its really annoying for the people playing. Link to comment Share on other sites More sharing options...
ZENITHOVMAN Posted February 16, 2015 Report Share Posted February 16, 2015 Yeah i have a lot of very active admins so we just revive the player and respawn the vehicle, it's a inconvenience but we work around it for now. lol Link to comment Share on other sites More sharing options...
mgm Posted February 16, 2015 Report Share Posted February 16, 2015 Yeah i have a lot of very active admins so we just revive the player and respawn the vehicle, it's a inconvenience but we work around it for now. yes it's some reimbursement there but it still - causes loss of energy level - causes loss of hours live stat (loss of immersion) - causes loss of cargo in vehicle - waste of time. I don't think this game feels like an alpha - it's more of a very playable beta+ in my book but this is the only game ruining issue I experience. I hope it's gonna be dealt with quickly. prone 1 Link to comment Share on other sites More sharing options...
Havoc302 Posted February 21, 2015 Author Report Share Posted February 21, 2015 lol How's that lol worthy? We've got like 10 admins or something now, there's almost always at least one on TS / DaRT / Skype / Facebook / Forums.... Support is one of the most important aspects of running a server ;) Link to comment Share on other sites More sharing options...
ScaRR Posted April 26, 2015 Report Share Posted April 26, 2015 I am still experiencing this issue on my server with vehicles but mostly helis exploding when players get into them. Doesn't happen all the time. Anybody have a fix for it? Link to comment Share on other sites More sharing options...
Recommended Posts
Please sign in to comment
You will be able to leave a comment after signing in
Sign In Now