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Improve headbugfix #1994
Improve headbugfix #1994
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… and log the situation locally and on server.
// 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)
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. |
The transition is used as timeout, 👍 @ViperMaul |
@gienkov show me the code you are talking about. I grabbed the code from ACE2 already. |
Thanks guys those comments helped make it look much nicer in my dedi tests. |
Is this ready? |
Yes! |
Disable headbugfix for Handcuffed/Surrender,unconscious,water surface and log the situation.