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2.5.2.17559.377@openbeta:MP:DeSync client side crates don't remove when destroy()


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Posted (edited)

Project: DeSync client side crates don't remove when destroy()

Type: Crates are not properly removed when staticObjectCrate:destroy() is called on them

Status: not sure

Reported: not sure

Priority: High

Summary: Crates are not properly removed when staticObjectCrate:destroy() is called on them

 

Description: Crates are not properly removed when staticObjectCrate:destroy() is called on them, the server shows them removed and they disappear off the server but NOT on the client, they are left there.

 

This crates a massive mess on the client.

 

To reproduce you need TWO MACHINES, 1 to host and 1 to act as a client. you'll notice the host PC removes the crate properly but all the clients the crate stays around even though it doesn't exist on the server, creating a massive mess

 

Example, loot at the huge amounts of left over crates because they dont dissappear on the clients (they dont exist on the server), https://clips.twitch.tv/ResoluteSuaveCobraANELE

Edited by Drexx

Developer of DDCS MP Engine, dynamicdcs.com

https://forums.eagle.ru/showthread.php?t=208608

Posted

2.5.2.18307@openbeta:MP:DeSync client side crates don't remove when destroy()

 

Project: DeSync client side crates don't remove when destroy()

Type: Crates are not properly removed when staticObjectCrate:destroy() is called on them

Status: not sure

Reported: not sure

Priority: High

Summary: Crates are not properly removed when staticObjectCrate:destroy() is called on them

 

Description: Crates are not properly removed when staticObjectCrate:destroy() is called on them, the server shows them removed and they disappear off the server but NOT on the client, they are left there.

 

This crates a massive mess on the client.

 

To reproduce you need TWO MACHINES, 1 to host and 1 to act as a client. you'll notice the host PC removes the crate properly but all the clients the crate stays around even though it doesn't exist on the server, creating a massive mess

 

Example, loot at the huge amounts of left over crates because they don't disappear on the clients (they dont exist on the server)

 

I included a picture of what the landscape looks like (its silly)

Screen_180606_225719.thumb.png.3f8f327b62e1a4a21a8119d4b1e7b368.png

Developer of DDCS MP Engine, dynamicdcs.com

https://forums.eagle.ru/showthread.php?t=208608

  • 5 months later...
Posted (edited)

The bug is still here. Client side crates will not despawn.

 

```if request.action == "REMOVEOBJECT" then

--env.info('REMOVE OBJECT')

local removeObj = Unit.getByName(request.removeObject)

local removeObjStat = StaticObject.getByName(request.removeObject)

if removeObj ~= nil then

--env.info('Destroying '..request.removeObject)

removeObj:destroy()

elseif removeObjStat ~= nil then

--env.info('Destroying Static '..request.removeObject)

removeObjStat:destroy()

end

end```

 

I send in the unit name into that. thats run on the lua side. one of the few lua commands called remotely. it tries to grab unit name first. if no unit, must be a static. then runs the static destroy command

Edited by Skarp
Posted

So I ran some more tests and what happens is while the client is connected to the server the client will not see the crates despawn but the server host will. If the client reconnects the crates will appear despawned. So the issue is despawning the crates client side while connected.

  • 2 weeks later...
  • 2 weeks later...
  • 2 weeks later...
Posted

Okay so the crates do despawn like they are supposed unless you have slung the crate. If you try to sling the crate with a cable it will not despawn.

  • 1 year later...
  • ED Team
Posted
Bump. Desync floating crates are still there

 

We are aware of the issue and it is reported.

 

It is however low priority for the dev in charge as he has other tasks with higher priorities.

 

Thanks

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