Bug #2341

The Sky is on Fire

Added by your_mum over 5 years ago. Updated 25 days ago.

Status:Assigned Start date:06/27/2009
Priority:Urgent Due date:
Assignee:Dwarden % Done:

0%

Category:Visual
Target version:1.63 BETA
Affected ArmA II version:1.62.95248 First affected build:
Reproduced by another DH user:Yes First affected ArmA II version:1.62.95248
I am using some Mods:Yes Single / Multi Player?:MP Only
I am using:CO (OA+A2) BIForumURL: http://forums.bistudio.com/showthread.php?158034-BIS_Effects_EH_Fired&p=2428352#post2428352
Reproducible for you:Yes NGUrl:
Related to content of DLC: WIKIurl:

Description

This seems to occur when a enemy chopper is shot down. or crashes.
I have seen it many times now in the game. Has anyone else experienced this ? The fire is not lethal. it wont burn you.

What is causing this to happen ? or is it just extreme global warming :)

the server is running domination in a persistent mode, I was off-line and one of the players MSN messaged me to say the sky was on fire, i joined the server several hours later to find that he wasn't lying :) i can disconnect and reconnect to the game but the fire is still there. Is this something in the domination code or have other people seen it on different missions ?

Regards./

LoneStar.ArmA2Profile (9.1 kB) Lonestar, 09/09/2009 12:56

BIS_Effects_Burn.Desert_E.pbo (12.9 kB) kju, 10/12/2012 14:40


Related issues

related to ARMA2 Community Issue Tracker - Bug #26022: clearVehicleInit only clears setVehicleInit code that was... Feedback 10/31/2011
duplicated by ARMA2 Community Issue Tracker - Bug #18470: - ArmA2 v1.09 Huge Burning Fire MP. Duplicate 03/24/2011

History

Updated by kju over 5 years ago

Never seen this. Does it happen in any mission and WITHOUT any mods?

Updated by Vipera over 5 years ago

I have seen this on one server. That fire was on home base in a place where our aircrafts where located.

Updated by your_mum over 5 years ago

hi,
No mods are used, just plain old arma2. I have seen this on domination and evolution, and usually when an enemy chopper or jet is shot down and crashes.
it certainly is freaky../

Updated by kju over 5 years ago

Possible to recreate in the editor with a simple mission?

Please attach all your configuration files as listed in the wiki:
http://dev-heaven.net/wiki/cis

Updated by Vigilante over 5 years ago

my guess, its particles that didnt got deleted, according to the info of destroyed aircrafts. But i havent seen it yet myself online. Maybe cheaters?

Updated by your_mum over 5 years ago

reposted due to the fact imagechak image is corrupted...

Updated by Fireball over 5 years ago

  • Due date set to 09/14/2009
  • Status changed from New to Feedback

Is this still happening in the current patch?

Updated by your_mum over 5 years ago

yes, still occurring..

can be seen on some clients machines and not on others,

Updated by kju over 5 years ago

  • Affected ArmA II version changed from 1.02.58134 to 1.04 BETA

Well the problem is BI cannot recreate it.
So without a repro, not much chance to see this sorted.

Updated by Xeno over 5 years ago

Hard to make a repro mission.

Got it a few times too. Happens when I JIP into a mission where a wreck is burning (or was burning). The fire even followed me when I entered a chopper and flew somewhere else.

Problem might be destroyed vehicles that get deleted.

Updated by Lonestar over 5 years ago

It still happens with Xeno's Domination last version [1.09].

It seems that it is more likely to happen when the mission is almost over and that the base is full of bonus vehicles.

@Your_mum : are you sure that it happens also in Evolution missions?

Updated by 1longtime over 5 years ago

Xeno wrote:

Hard to make a repro mission.

Got it a few times too. Happens when I JIP into a mission where a wreck is burning (or was burning). The fire even followed me when I entered a chopper and flew somewhere else.

Problem might be destroyed vehicles that get deleted.

This is also what I see. Join a Domination game within view of a wrecked/burning bonus vehicle and you will often see this. If you have seen the "flaming sky" once, you will see the "flaming sky" when you are near any wreck for the remainder of your gaming session.

I usually see this when a bonus vehicle has been wrecked while on base in Domination, since that is a perfect time to spawn while a flaming bonus vehicle is present.

Updated by kju over 5 years ago

  • Due date changed from 09/14/2009 to 12/14/2009
  • Affected ArmA II version changed from 1.04 BETA to 1.04.59026

Well without a repro I guess not much can be done.

Updated by Xeno over 5 years ago

I've allready talked with Matthew about it but failed to make a repro mission. Problem might be related to using setVehicleInit.

Have seen it in other missions != Dom too.

Updated by kju over 5 years ago

Yup. Hopefully Maddmatt will be motivated again soon to test it. :)

Updated by DirTyDeeDs over 5 years ago

Here is a video of this strange fire effect that I experienced, twice now on two different occasions. Both times I joined in progress with a friend hosting the "WAR-3-Front" mission.
This may be a good mission to attempt a 'repro' with, as enemy Jets are often seen flying overhead and respawn (too) soon after being destroyed. Have someone JIP after a Jet is shot down near base and see if the effect appears.

http://www.youtube.com/watch?v=rrH_K0mP5rs

Updated by MadDogX over 5 years ago

Since this bug is apparently still occurring and I have just recently set up a dedicated server on my HTPC at home, I will test this and see if I can reproduce the bug. I guess I'll start with the JIP to burning vehicle theory. :-)

Updated by zGuba about 5 years ago

  • Due date changed from 12/14/2009 to 12/30/2009
  • Reproduced by another DH user set to No

Any signs of life?

Updated by PostaL about 5 years ago

zGuba wrote:

Any signs of life?

You mean if this bug still occurs??

Yes, seen it a number of times today on servers. I don't know exactly when it happens but today it appeared when I disconnected from a server and connected to the same server after that.
I don't know if that's the reason why the fire showed up, i don't think so. But yeah the bug is still in and annoying. I have it pretty often on all kind of servers. Try to find if can make some repro steps.

Updated by Xeno about 5 years ago

The bug is still alive.

Updated by kju about 5 years ago

  • Affected ArmA II version changed from 1.04.59026 to 1.05 BETA

Updated by Tankbuster about 5 years ago

I know what causes this sky fire on my modified domination games running on a persistent dedicated server.

If a friendly vehicle is destroyed, JIP players see the skyfire in the direction of the wreck.
Recovering the wreck with the wreck chopper and taking it to vehicle rebuild point will clear the sky fire.

Updated by INNOCENTandCLUELESS almost 5 years ago

I have the same FX when playing domination. Since I do not play ArmA 2 without ACE 2 anymore I can not state how it is without ACE 2 addons.

Updated by Tankbuster almost 5 years ago

It's been suggested that a VRAM flush (left shift + numpad minus type "flush" without quotes) clears this, but mine and other reports say that this doesn't clear it.

Updated by mr.g-c almost 5 years ago

BI-Forum related Dicussion-Topic is located here: http://forums.bistudio.com/showthread.php?t=95880

Tankbuster wrote:

It's been suggested that a VRAM flush (left shift + numpad minus) clears this, but mine and other reports say that this doesn't clear it.

Shift+Minus and then "Flush" is not working for me either with my ATI Card and always newest catalyst release. Even if it would it would be only a odd workaround and not a real "fix".
To get BI get the "real" issue, i can only repeat Xenos explanation why this is really happening (link: http://forums.bistudio.com/showthread.php?p=1578415#post1578415):

It's an ArmA 2 bug that happens because of the way some effects are transfered over the net (setVehicleInit, the ArmA 2 effect scripts use them to start effects like burning, etc) that may result in wrong or not correctly initialized variables for JIP clients.

Sadly those SVIs get even transfered to JIP clients for allready deleted vehicles (because clearVehicleInit doesn't work for processed inits).

Xeno

Furthermore, since this "bug" is actually not a "fire in the sky bug" like the title may suggest it, i would suggest a proper renaming of this ticket into something like: "Wrong SetVehicleInit transfer for JIPs/ClearVehicleInit not working f. already processed units"

Updated by kju almost 5 years ago

  • Due date changed from 12/30/2009 to 04/04/2010
  • Status changed from Feedback to Assigned
  • Affected ArmA II version changed from 1.05 BETA to 1.06 BETA

The fire effect script coding is buggy. That's all.

Updated by Xeno almost 5 years ago

Would be nice to know if the problem still exists with the latest ACE 2 version (well, the version released last monday and following versions).

I've changed all the BIS scripts and they don't use SVIs anymore in ACE 2 but another method (means, the effects do not start for allready destroyed vehicles for JIP players at all).

Please only test with ACE (don't use any other effect addons like WarFX as they might overwrite the changed BI functions again).

Updated by Sickboy almost 5 years ago

Nice! If it is found to be a fix, I would recommend porting it to CBA.

Updated by seany almost 5 years ago

Xeno, Since your post I have not seen the Fire bug. I wanted to wait a while just to be sure, thanks so much!

Can we let BIS know you have fixed it so they can add a permanent fix in the next patch?

Updated by kju over 4 years ago

  • Due date changed from 04/04/2010 to 10/01/2010
  • Target version set to 1.51.71083

This should be fixed in OA. Please confirm.

Updated by SnakeMan over 4 years ago

Its not.

Updated by kju over 4 years ago

  • Status changed from Assigned to Feedback
  • Target version deleted (1.51.71083)
  • Affected ArmA II version changed from 1.06 BETA to 1.54.72888

So we are back to required demo mission and repro steps.

Updated by SnakeMan over 4 years ago

This is not reproduction thing, but just something I discovered today.

You can get pretty much the same effect on around your gamelogic when you run:

BIS_Effects_Burn = compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
[gamelogic, 100, time, false, false] spawn BIS_Effects_Burn;

Like I said not direct reproduction but hopefully helps a bit.

Updated by Sickboy over 4 years ago

Used in these scripts in CA;

P:\CA\Data\ParticleEffects\SCRIPTS\init.sqf
      18      BIS_Effects_Burn=compile preprocessFileLineNumbers "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
1 match in P:\CA\Data\ParticleEffects\SCRIPTS\init.sqf
P:\CA\Data\ParticleEffects\SCRIPTS\killed.sqf
      14          //_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn",_int, _t];   - disabled to prepaire for move into engine
      24          //_v setVehicleInit format ["[this, %1, %2]spawn BIS_Effects_Burn; ",_int, _t];  - disabled to prepaire for move into engine
2 matches in P:\CA\Data\ParticleEffects\SCRIPTS\killed.sqf
P:\CA\Data\ParticleEffects\SCRIPTS\destruction\AirDestructionStage2.sqf
      77      _v setVehicleInit format ["[this, %1, %2,false,true]spawn BIS_Effects_Burn",_int, _t];
1 match in P:\CA\Data\ParticleEffects\SCRIPTS\destruction\AirDestructionStage2.sqf
P:\CA\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf
       6  [unit,intensity,time,lifecheck,fade] spawn BIS_Effects_Burn
      20  [mygamelogic,10,time,false,false] spawn BIS_Effects_Burn
      23  [mygamelogic,5,time,false,false] spawn BIS_Effects_Burn
      26  [mygamelogic,10,time,false,true] spawn BIS_Effects_Burn
      29  [mygamelogic,3,time,false,false] spawn BIS_Effects_Burn
      31  BIS_Effects_Burn=compile preprocessFile "\ca\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf";
6 matches in P:\CA\Data\ParticleEffects\SCRIPTS\destruction\burn.sqf

Updated by kju almost 4 years ago

  • Due date changed from 10/01/2010 to 06/01/2011
  • Status changed from Feedback to Assigned
  • Assignee set to Dwarden
  • Graphics card deleted (GTX260 1792mb)
  • Graphics card driver version deleted (186.18)
  • Affected ArmA II version changed from 1.54.72888 to 1.58.78473
  • Reproduced by another DH user changed from No to Yes
  • CPU deleted (Please specify!)
  • Audio card deleted (Please specify!)
  • Size of OS swap file deleted (Please specify!)
  • Reproducible for you changed from No to Yes

Updated by silvercanary over 3 years ago

Not seen in VA or OA recently but have seen in arma2free.

Updated by kju over 3 years ago

  • Due date changed from 06/01/2011 to 12/01/2011
  • Affected ArmA II version changed from 1.58.78473 to 1.60 BETA

Seen recently in 1.60 beta too.

Updated by Sickboy over 3 years ago

Perhaps server / mission script related?
Otherwise the fnc_burn scripts and setVehicleInits are probably the issue.

Updated by kju over 3 years ago

I'd assume the mission used fnc_burn yup.

Updated by Xeno over 3 years ago

I hope the setVehicleInit command will be removed in A3. It does not only cause issues like this one but it's also a security hole.
And you really don't need the command at all, there are other ways to mimic the behaviour without unwanted side effects.

Updated by Dwarden over 2 years ago

  • Priority changed from Normal to Urgent
  • Target version set to 1.63 BETA

SVI for already deleted objects after JIP player joins is completely wrong and should be fixed

Updated by bebul over 2 years ago

Would be nice to get some simple repro mission prooving the SetVehicleInit is run for deleted objects on JIP client.
I have only briefly checked the code and there is widely used Remove function called...

Updated by i76 over 2 years ago

I have suspected this is somehow caused by certain 'repair' functions/scripts/modules

It use to happen in evolution when destroyed units where left near the repair pad but not repaired, same with older domination missions.

It happens in dayz when scripted in chopper is destroyed... its like the repair function is somehow broken and walls of fire is the result.

And other missions with the same 'repair destroyed vehicles function'.

This may only be part of the cause but its definitely related somehow to the repairing of destroyed vehicles function/feature.

Still true with build 97982 (1.62 beta)

Updated by Xeno over 2 years ago

bebul wrote:

Would be nice to get some simple repro mission prooving the SetVehicleInit is run for deleted objects on JIP client.
I have only briefly checked the code and there is widely used Remove function called...

So far all tries to make a repro mission have failed, sadly.

Question: Is the SVI code called on JIP clients for destroyed objects (damage 1) too ?

Probably the burn scripting function is simply called with wrong values for those destroyed air vehicles in that case.

Updated by bebul over 2 years ago

Xeno wrote:

So far all tries to make a repro mission have failed, sadly.

Any mission which would prove some Init code is called for destroyed vehicles is welcome.
Flames on the sky are so beautiful, we should consider it as a feature, I suppose. Even I know how to fix it I would hesitate a lot ;-)

Updated by Xeno over 2 years ago

bebul wrote:

Flames on the sky are so beautiful, we should consider it as a feature, I suppose.

/me puts baseball bat in the car and drives to bohemia :D

Updated by bebul over 2 years ago

Xeno wrote:

/me puts baseball bat in the car and drives to bohemia :D

/me has removed Xeno from his coop list.
All Bohemia Interactive workers evacuating atm. The profit lost is enormous. Xeno accusation would follow... :D

Updated by Dwarden over 2 years ago

maybe the huge sky on fire is applied to null object before it's erased (something so enormous that map looks small) ? :)
see the discussion about nullObjects cleanup #53815

Updated by kju over 2 years ago

I've tried to build a demo mission using BIS_Effects_Burn but no luck here.
As the history of the ticket shows it must be some very specific or crude condition to trigger this.

Anyhow still might be useful if people would test the demo mission in DS env and JIP.

Maybe someone has also ideas what else to test:

//BIS_Effects_Burn=compile preprocessFileLineNumbers "burn.sqf";

BIS_DontTriggerAgain = false;

sleep 10;

if (BIS_DontTriggerAgain) exitWith
{
    hint "init.sqf exited";
};

if (isServer) then
{
    car1 setDamage 1;
    car2 setDamage 1;
    car3 setDamage 1;
    car4 setDamage 1;
    heli1 setDamage 1;
    heli2 setDamage 1;
    heli3 setDamage 1;
    heli4 setDamage 1;
};

sleep 5;

{
    _v = _x;
    diag_log [_v,typeOf _v,local _v];
    if (local _v) then
    {
        _int = (fuel _v)*(8+random 2);
        _t=time;
        _v setVehicleInit format ["[this, %1, %2,false,true]spawn BIS_Effects_Burn",_int,_t];
        processInitCommands;
    };
} forEach vehicles;

sleep 10;

{
    _v = _x;
    diag_log [_v,typeOf _v,local _v];
    if (local _v) then
    {
        _int = (fuel _v)*(8+random 2);
        _t=time;
        _v setVehicleInit format ["[this, %1, %2,true,false]spawn BIS_Effects_Burn",_int,_t];
        processInitCommands;
    };
} forEach vehicles;

if (isServer) then
{
    sleep 10;

    car1 setDamage 0;
    car2 setDamage 0;
    car3 setDamage 0;
    car4 setDamage 0;
    heli1 setDamage 0;
    heli2 setDamage 0;
    heli3 setDamage 0;
    heli4 setDamage 0;

    sleep 10;

    car1 setDamage 1;
    car2 setDamage 1;
    car3 setDamage 1;
    car4 setDamage 1;
    heli1 setDamage 1;
    heli2 setDamage 1;
    heli3 setDamage 1;
    heli4 setDamage 1;

    sleep 10;

    deleteVehicle car1;
    deleteVehicle car2;
    deleteVehicle car3;
    deleteVehicle car4;
    deleteVehicle heli1;
    deleteVehicle heli2;
    deleteVehicle heli3;
    deleteVehicle heli4;
};

Updated by Xeno over 2 years ago

I've send Dwarden updated ca\data\particleeffects scripts which completely remove SVIs and replace them with some simple kind of event based system.
Hopefully it'll be part of the next full patch.

Updated by Vipera about 2 years ago

I think this 'fire in the sky' effect happens when somebody on the server plays with the JTD_FireAndSmoke mod. All people who do not have this mod and connect to the server see this fire in the sky.

Updated by Xeno about 2 years ago

Nope, JTD is ok. One of the addons which trigger the problem more often is for example WarFX.

Updated by Tonic-_- about 2 years ago

Xeno wrote:

Nope, JTD is ok. One of the addons which trigger the problem more often is for example WarFX.

I have actually only seen this bug when setVehicleInit is used, which if I remember correctly BIS burn effects uses it to broadcast the changes over the network. I would assume it happens when the burn effects is called on lets say an object, the object it's called on is deleted but the settings for the burn effects still continue over for JIP Clients causing the particle effects to give the end result we encounter, world on fire.

Naturally WarFX uses it as well.

It mainly seems to be an issue with older missions like Evolution, some variants of Warfare and Insurgency which all use BIS Burn effects if i'm not mistaken.

Correct me if i'm wrong on it but these are my findings / theories.

Updated by Fireball about 2 years ago

While I've seen it happen in Insurgency (very rarely, might also been modified versions), the burn effect is not actively used in means of scripting, but SVI is.

Updated by kju about 2 years ago

The burn effect is applied to vehicles automatically.
The method of cleanup of destroyed vehicles probably makes it visible in some, and not in others.
The sVI of the burn.sqf is the actual source though.

Updated by LinkinMcOwnage over 1 year ago

Things I have noticed with this bug:

Player does not need to have been in the server previously (ie JIPs will get the fire)
Players who have been on from mission start, leave, and rejoin, almost always get this bug.
Player does not need to have "seen" the offending vehicle/wreck
Repairing the offending vehicle wreck makes the flames eventually dissipate
The fire seen is the sky makes nothing show up on the radar, and missiles such as the stinger can no longer lock
Using Blastcore, the fire bug still shows the default BIS fire effect

Updated by eggbeast over 1 year ago

  • I am using some Mods changed from No to Yes
  • I am using changed from OA only to CO (OA+A2)
  • First affected ArmA II version set to 1.62.95248
  • Single / Multi Player? set to MP Only
  • BIForumURL set to http://forums.bistudio.com/showthread.php?158034-BIS_Effects_EH_Fired&p=2428352#post2428352

ok i think i may have inadvertently finally managed to repro this bug
http://forums.bistudio.com/showthread.php?158034-BIS_Effects_EH_Fired&p=2428352#post2428352
We've had it in Evo MP persistent servers for JIP players for years but very hit and miss. usually an enemy heli is shot down at base and this wreck fire stays visible until the wreck is cleaned up. exiting to desktop and coming back in usually clears it.

recently i've been reworking Evolution for A3, but working in A2 on separate demo missions for different functions.

For my cockpit rearm function I spawn in planes to the airfield from an array in the init, and we had no probswith fire in the sky. HOWEVER then when I patched the planes with added killed eventhandler in their config:
killed = "_this call BIS_Effects_EH_Killed;";
someone crashes a plane and
a) the wreck cleanup no longer happens and
b) the fire in the sky is permanent

how can it affect the game? well look at this when trying to snipe from the minaret
http://i162.photobucket.com/albums/t247/eggbeast/firebug_zps6f3e3907.jpg

here is the fire related to an A10 carcass at the main base
http://i162.photobucket.com/albums/t247/eggbeast/A10_fire-1_zps678ce226.jpg

i'll post a repro mission when i can - the one we're using here has about 5Gb of mods running on it (always had no probs though)

my patch for aircraft which i think broke the planes - with the fire bug - is here:
http://www.gitsarma.gamingdeluxe.net/mods/beta/EB_air1.rar

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