Bug #12163

Landing on stone with parachute = CTD

Added by rocko over 5 years ago. Updated about 5 years ago.

Status:Closed Start date:07/20/2010
Priority:High Due date:
Assignee:HomerJohnston % Done:


Target version:1.5 (OA)
Component: Affected Version:
Close Reason:


Updated by HomerJohnston over 5 years ago

Caused by ArmA2 engine :\ repeatedly and rapidly setvelocity'ing an object into other objects doesn't seem to be handled very well... (this may not be an accurate description of the exact cause)

Hoping BIS can fix it based on crashlogs - unsure if I can find an easy way to modify the steering script to avoid this...

Updated by Sickboy over 5 years ago

  • Priority changed from Urgent to High

Updated by ViperMaul over 5 years ago

Hojo, Macolik and I myself had this happen to me. Macolik using latest ACE on a ground no rocks. Me and Hojo had it happen using first ACE for OA, I landing on a metal roof top. And Hojo landed on a ... hmm.. cannot remember. It was not a rock though. Hojo said weeks ago that he would submit both his and Macolik's crash files. We all tried to reproduce it but could not. But we all experienced it at least once.

Updated by ViperMaul over 5 years ago

HomerJohnston, if you haven't you should attach those crash files here (yours and Macolik's).

Updated by ViperMaul over 5 years ago

HomerJohnston also check the Wave discussion. Xeno has some research notes that we need to know.

Updated by Xeno over 5 years ago

I do not have any research notes ?!?

I guess you are talking about rocko...

Updated by ViperMaul over 5 years ago

I will just paste it here.
I was talking about you when you said...

Hm, the BIS solution doesn't crash. It uses setVelocity !!! 

I thought that note was significant and could be helpful in pursuit of a workaround.

Updated by Xeno over 5 years ago

Well, I just know it doesn't crash, haven't looked any further into it.
It's been used in Dom and haven't seen anybody complain about crashes.

Nah, forget about it. It's not beeing used in the keyhandler code which steeres the chute. Only once when the unit has openend the chute.

No loop running, only the key handler which corrects direction.

Terminate condition:
waituntil {(position vehicle player select 2) < 2 || !isnil {player getvariable "bis_fnc_halo_terminate"}};

Maybe it's best to use the BIS implementation for now or at least try to mimic it.

Updated by ViperMaul over 5 years ago

  • Assignee changed from ViperMaul to HomerJohnston

BIS is investigating.
And HomerJohnston said he would look for a workaround in the meantime.

Updated by Legolasindar over 5 years ago

I experimented this issue landing in a bridge.

Updated by ViperMaul over 5 years ago

What were the results of your experiment Legolasindar?
Or did you mean you experienced this issue recently. You mean this issue happened to you?

Updated by ViperMaul about 5 years ago

  • Status changed from Assigned to Closed

Dwarden wrote in the Community Issue Tracker:

closing, major version out, what was possible to analyse and fix was fixed
what not or was missed will need new ticket to be made, thanks for help

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