CDM - Odd UE Issue
So, I was working on CDM, and i was getting seemingly random UEs. Ultracon noticed it was related to texturing. Upon closer investigation, we realized that if you textured a piece near a vehicle, it would UE. Any ideas?
So, these are the steps:
Edit:
I just realized something. I had an idea to fix the UE - Hide the collisionless object when you do setDatablock, and the unhide it afterwords. This worked, until i entered the vehicle the object was touched. This time, my client UE'd, not the server.
So, upon noticing this, I realized that this is probably the exact same bug I had before with custom vehicles. The issue was most likely not related to SI at all, as we had thought. More than likely, it was related to collisionless objects being mounted to vehicles, or collising with them. I still don't know exactly why vehicles passing through these collisionless objects makes people UE, but im pretty sure these two problems were actually the same problem.
So, anyways... I'll just do the same trick i did to avoid the mounted object UE from before.
Edit 2: Slight snag.... the hide code works fine to avoid a UE when you actually texture it, but if you enter the vehicle while it is contacting the texture, your client will still UE. Even though it is hidden and just scoped to you...
Edit 2.1: And, I just joined, and my code to scope it on join didn't yet execute, so I couldnt see the hidden texture. When I went on the vehicle, I didn't UE, so it definately needs to be scoped to UE your client.
Edit 2.2: When the code to scope on join was executed, I was able to see the texture, and enter the vehicle without UEing. When i recreated the texture touching teh same vehicle though, I did UE.
So, these are the steps:
- Buy a vehicle (Not a wheeledVehicle)
- Deploy a lsb next to the vehicle
- Resize the object so that it touches the vehicle
- Select a texture of a non-solid shape (Such as ammo pack)
- Texture the lsb
Edit:
I just realized something. I had an idea to fix the UE - Hide the collisionless object when you do setDatablock, and the unhide it afterwords. This worked, until i entered the vehicle the object was touched. This time, my client UE'd, not the server.
So, upon noticing this, I realized that this is probably the exact same bug I had before with custom vehicles. The issue was most likely not related to SI at all, as we had thought. More than likely, it was related to collisionless objects being mounted to vehicles, or collising with them. I still don't know exactly why vehicles passing through these collisionless objects makes people UE, but im pretty sure these two problems were actually the same problem.
So, anyways... I'll just do the same trick i did to avoid the mounted object UE from before.
Edit 2: Slight snag.... the hide code works fine to avoid a UE when you actually texture it, but if you enter the vehicle while it is contacting the texture, your client will still UE. Even though it is hidden and just scoped to you...
Edit 2.1: And, I just joined, and my code to scope it on join didn't yet execute, so I couldnt see the hidden texture. When I went on the vehicle, I didn't UE, so it definately needs to be scoped to UE your client.
Edit 2.2: When the code to scope on join was executed, I was able to see the texture, and enter the vehicle without UEing. When i recreated the texture touching teh same vehicle though, I did UE.
Comments
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