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Improve headbugfix #1994

Merged
merged 3 commits into from
Aug 4, 2015
Merged

Improve headbugfix #1994

merged 3 commits into from
Aug 4, 2015

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ViperMaul
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Disable headbugfix for Handcuffed/Surrender,unconscious,water surface and log the situation.

@ViperMaul ViperMaul added the kind/bug-fix Release Notes: **FIXED:** label Aug 3, 2015
@ViperMaul ViperMaul added this to the 3.2.1 milestone Aug 3, 2015
// create invisible headbug fix vehicle
_ACE_HeadbugFix = createVehicle ["ACE_Headbug_Fix", getposATL player, [], 0, "NONE"];
_ACE_HeadbugFix = createVehicle ["ACE_Headbug_Fix", [0,0,10000], [], 0, "NONE"];
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Is it possible to do this with only a local vehicle? (Just to save on the network traffic)

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I think this is rare enough, the traffic shouldn't be that bad. Also, I'm not sure if this is an issue, but it's important the animation is reset on all clients and a local vehicle might?? not sync correctly.

Minor, but moving the player to [0,0,10000] could cause issues with mission triggers (eg blufor not present), what about just
(getposATL ACE_player) vectorAdd [0,0,10000]

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Can we hide the player object instead of teleporting it away?

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A framework was added to hide units: EFUNC(common,hideUnit) and EFUNC(common,unhideUnit)

@gienkov
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gienkov commented Aug 3, 2015

There was a timeout implemented in ACE2 headbug fix, I don't see it in ACE3, you should add ~10 sec timeout before you can use headbug fix.

@alganthe
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alganthe commented Aug 4, 2015

The transition is used as timeout, 👍 @ViperMaul

@ViperMaul
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@gienkov show me the code you are talking about. I grabbed the code from ACE2 already.

@ViperMaul
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Thanks guys those comments helped make it look much nicer in my dedi tests.

@thojkooi
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thojkooi commented Aug 4, 2015

Is this ready?

@ViperMaul
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Yes!

thojkooi added a commit that referenced this pull request Aug 4, 2015
@thojkooi thojkooi merged commit 1ba4de7 into release Aug 4, 2015
@thojkooi thojkooi deleted the improveHeadbugfix branch August 4, 2015 19:13
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6 participants