Which game's editing kit is affected by the issue?
H3EK
Which tools are affected by the issue?
[ ] Guerilla (guerilla.exe)
[ ] Sapien (sapien.exe)
[ ] Standalone (halox_tag_test.exe)
[ ] Tool (tool.exe)
[ ] Tool Fast (tool_fast.exe - unsupported)
[X] In-game (MCC)
Issue description
vehicle seats that are further than about 5~ ingame units from the root of the vehicle (center of bounding radius) are impossible to enter if you are a client in a multiplayer game.
verified by moving bounding radius offset closer with assembly in real time.
host can use the vehicles like normal and the client can see the prompt to enter the vehicle but can't actually get in.
i'm guessing it's a sanity check in the networking that discards a request to enter a vehicle if you are 'too far away' but doesn't account for vehicles bounding radius.
Reproduction steps
Simplest way would be to just take a warthog and move all the seats really far out (like 10 units) and then increase the warthogs bounding radius to like 12 or so.
Seats should work fine for host but clients will not be able to enter.
Debug logs
No response
How often does the issue occur?
100%
Issue impact
Working on a large scale boat vehicle (40 units long) and this is causing me some issues. I can just move the bonding radius closer to the driver seat but that is a kind of janky solution.
Additional comments
I'm guessing this is a sanity check that discards an 'enter vehicle packet' if the distance from the player to the vehicle is really far in multiplayer. Likely to avoid a laggy teleportation when entering a vehicle or something. Easy fix is to just account for the vehicles bounding radius in the distance test.
Issue type: Is this a bug or feature request?
Bug
Which game's editing kit is affected by the issue?
H3EK
Which tools are affected by the issue?
guerilla.exe
)sapien.exe
)halox_tag_test.exe
)tool.exe
)tool_fast.exe
- unsupported)Issue description
vehicle seats that are further than about 5~ ingame units from the root of the vehicle (center of bounding radius) are impossible to enter if you are a client in a multiplayer game.
verified by moving bounding radius offset closer with assembly in real time.
host can use the vehicles like normal and the client can see the prompt to enter the vehicle but can't actually get in. i'm guessing it's a sanity check in the networking that discards a request to enter a vehicle if you are 'too far away' but doesn't account for vehicles bounding radius.
Reproduction steps
Simplest way would be to just take a warthog and move all the seats really far out (like 10 units) and then increase the warthogs bounding radius to like 12 or so.
Seats should work fine for host but clients will not be able to enter.
Debug logs
No response
How often does the issue occur?
100%
Issue impact
Working on a large scale boat vehicle (40 units long) and this is causing me some issues. I can just move the bonding radius closer to the driver seat but that is a kind of janky solution.
Additional comments
I'm guessing this is a sanity check that discards an 'enter vehicle packet' if the distance from the player to the vehicle is really far in multiplayer. Likely to avoid a laggy teleportation when entering a vehicle or something. Easy fix is to just account for the vehicles bounding radius in the distance test.
Just a guess though!