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ParadropItem inconsistency between SP and MP #8199
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Further testing indicates that the issue might be at least partially caused by server load as I was unable to reproduce it on empty mission but the issue reliably happens on our server where a lot of objects are placed. |
Another test indicates that the issue is related to differences between handling items added using classname and manually loaded, as manually added crates behave as shown in the video while ones added by classname behave correctly. |
This might be a locality issue with setVelocity. |
Hmm..., Or, am I wrong, maybe ? |
setVelocity is AL, so if the paradropped box is not local, it won't do anything. Position of non-local items is always synched. |
Hmm, but we have tested it on our dedicated server - using things (crates, boxes, palettes) which obviously weren't local - because they all came from mod PGMLS (PGM Logistic System) That was the base of our MP tests ... |
Locality can change during the lifetime of an object. |
so You suggest that the change (global/local) should be made, at the end, inside some ACE functions because I always use createVehicle command for equipment spawning which is always GLOBAL and we only use ACE3 function for loading them (boxes, crates and so on) into the chopper ... And after the all crates were loaded the paradrop function was used ... =============================================== //an example of spawning objects from / Logistic Container / |
I don't think you quite understand locality and that's alright. It is definitely an issue on our side and we'll fix it. |
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Please stay on topic, thanks. |
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You can talk about it on our Slack. |
I did a test, all crates that were added using [classname, vehicle, count] addCargoItem deployed correctly ejecting backwards, but all manually loaded crates dropped straight down. |
Double check with another person. It may look right for you, but still be broken for them. |
Video another test, this time two clients on a locally hosted server shown side by side. I have an idea for a fix, will commit and WIP-PR shortly. |
At
At L70 parachute is local because it was just created, setting velocity doesn't have to be executed by target event. |
Mods (complete and add to the following information):
Description:
Crates airdropped in SP are properly (as scripted) ejected from vehicle while in MP airdropping cargo results in crate spawning at correct position but with no velocity. Also parachute deploys before the crate can descend at all. It causes significantly different aiming requirements between SP and MP to hit the same spot.
Steps to reproduce:
Expected behavior:
I would expect the crate to fall the same way in SP and MP.
Where did the issue occur?
-Dedicated vs Single Player
Log Files:
Not relevant
Additional context:
I observed this when working on airdropping tables.
Screenshots:
Video test on our (PGM) server with additional mods, identical results were obtained on a locally hosted dedicated server with ACE and CBA only.
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