EpochModTeam / DayZ-Epoch

Experimental DayZ Mod for Arma 2
http://epochmodteam.github.io/DayZ-Epoch
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Vehicles falling through floors #604

Closed Deep33 closed 10 years ago

Deep33 commented 10 years ago

We build our Base over water with wood floors and metal floors. The problem ist that our vehicles falling throuth the floors after reboot or they spawn at the coast. Sometimes they stay at the floor, but very rarely.

vbawol commented 10 years ago

looking into this for 1.0.2.5

Deep33 commented 10 years ago

Thx! Little addendum to it. The porten of vehicles to the beach only occurs through infistar spawned vehicles. These are the first reboot to reset spawn point. By the fall of the vehicles through the floor does not occur when the vehicle id is greater as the id from the floor in the object_data table.

oskari commented 10 years ago

Should split Objects and Vehicles to different tables and on server start stream objects first, vehicles after?

vbawol commented 10 years ago

That would be the ideal thing to do, however that would require schema change and a new dll.

dayz10k commented 10 years ago

that wont necessarily make a difference. This was/has been an issue for forever. When we ran Reality based SQL (different tables) and had the call to spawn late in the server_monitor it still happened often.

DoomOfMax97 commented 10 years ago

You can try to set the ObjectID of your vehicles in the SQL database higher, than the IDs of your floors. It worked by me.

dayz10k commented 10 years ago

I've read this from several other people as well.

Not sure if its even worth addressing.

Any objects placed/bought/spawned before the structure they are on was built may fall. Just the way server_monitor streams in objects_data. There's no way around this at this point (overhauling SQL/hive only way and minimal gain for major impact).

Recommend closing.

vbawol commented 10 years ago

I guess that when a vehicle is over water it automatically drops similar to _vehicle setvelocity [0,0,1];?

dayz10k commented 10 years ago

its a long time issue: http://www.armaholic.com/forums.php?m=posts&q=7119 http://opendayz.net/threads/help-with-lhd-and-saving-helis-and-planes.9074/ http://opendayz.net/threads/automatic-aircraft-carrier.9462/page-5

The only way around it was to initialize each vehicle to the correct height (spawn them in via mission.sqm), and that isnt going to be an option for Epoch.

dayz10k commented 10 years ago

is this over a lake or over "Open Water" ? Arma 2 (confirmed in Arma3, as theres setposASLW for wave height) may have wave physics that causes the height to be below the floor at the time of spawn.

vbawol commented 10 years ago

We now use setposATL for vehicles and objects so that we get consistent placement, I was under the impresson that not using _vehicle setvelocity [0,0,1] on first spawn was working/ keeping the vehicle suspended until interaction.