Hi,
I do not know exactly why, but we have already tested a lot, so now the message.
Our helicopters explode on the map and then fall through the map.
Someone brings the helicopter (spawned on the server) onto the map (garage, etc.). Goes / drives further away and another player approaches. Then we only see in the log file
[6:10:44 PM] xxxx caused an explosion (PLANE)
And then the helicopter simply fills through the map and is gone.
It is displayed with the explosionEvent, but the CancelEvent() has no effect here.
We are on the last recommend Server-Version 4304 - b2372
Whereâs the repro steps? All I see is âyour helicoptersâ, vague steps about players, and at least two unknown scripts mentioned, no repro or anything.
Also,
did you even read the warning when creating a topic in the âbug reportsâ section? This isnât a place for âhelpâ topics and with the little info youâve given nobody can even help at all.
Yes, I have read this and tried to describe the problem very well. This does not seem to have been successful to me. I apologize for that.
Step 1:
Helicopter is placed on the map using CreateVehicle (server side) and the VehicleMods are loaded via the client.
Step 2: Player moves away from the helicopter
Step 3: another player approaches the helicopter
Step 4: since this only happens when nobody is near the helicopter but is spawned again from the server, I can only see this in a TX-Admin log file:
[6:10:44 PM] xxxx caused an explosion (PLANE)
There is a short video about what is happening. I hope this is allowed.
We use extended mode as the basic framework, but the vehicle spawn is directly via the server.
When the Player in Step 1 came back, the Helicopter doesnt explode
Ah, makes sense. For some reason the linked video isnât loading in the post for me, can you link it some other way? Was the helicopter engine started or was it just parked?
Iâm not really able to replicate this. I spawn a swift using the txAdmin menu (which should count as server-side spawning), move away from the player who was at the spawn first, confirming in netobjviewer the entity is deleted, then go to the area the helicopter was in on another machine and it spawns the helicopter correctly without falling through the map or otherwise exploding/failing to deal with collisions.
⌠ah! I see, this happens when you go to the place the helicopter is parked at via noclip and not by teleporting there and it indeed does seem like a case of not having loaded collisions early enough.
Yeah, same thing anyway - game seems to not wait for collisions to be loaded on the recreated entity before enabling physics on it so it goes and falls through the ground and blows up once collisions are loaded and itâs stuck in the ground.
Does this happen for other vehicles like e.g. trucks or trailers or so as well?
it seems as if the game simply doesnât default to setting the Allow Freeze If No Collision flag for helicopters, while this is set for cars, bikes and even planes.
An easy fix could be to have the server rewrite this upon âdisowningâ of an entity, though I donât know how far weâve got CPhysicalScriptGameStateDataNode mapped out. Alternately, the game would have to be convinced to default this to true for script helicopters.