Arma 3
Switchblade Loitering Munition
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Ollie  [developer] Feb 17, 2023 @ 10:33am
player model stuck - Known Issue
A problem bug found by @Kiwik [GR] - All bug testing and correspondence regarding this issue in here!
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Ollie  [developer] Feb 17, 2023 @ 10:33am 
Current State:
Kiwik [GR]
@naPalm We tested it, unfortunaltely the issue seems to be still there :/

As I mentioned the bug appears to happen when shooting a second UAV, not when removing the launcher.
We tested it, and the player model was stuck in the launcher (from everyone else's perspective, for them all was fine). When they got out of the launcher and removed it, both models disappeared like before. So the bug happens when shooting, not when removing.

And only when shooting a 2nd UAV after you've executed a strike with a first UAV you did not launch yourself (i.e. someone else launched it, disconnected from it, you connected to it and locked a target, the UAv hit it).

There is no issue as long as you do not use a UAV launched by someone else.
Kiwik [A3] Feb 17, 2023 @ 12:29pm 
I'll re-post the steps to reproduce (from our experience):

- Player 1 launches a Switchblade;
- P1 disconnects from the Switchblade through the UAV terminal;
- P2 connects to the UAv through the terminal, locks onto a target, hits it;
- P2 launches their own UAV --> P2 should now be stuck to the launcher, and disappears if the launcher is removed.

The bug does not appear to happen if P2 doesn't strike a target with the drone they did not launch.
Ollie  [developer] Feb 17, 2023 @ 12:38pm 
The working theory ATM is to do with if the player is controlling the first drone as it attacks the target. Disconnecting from the terminal can mitigate some of this from occurring. We tested in MP and we were unable to recreate the bug after. That was pushed to the release, so it might be related to the spawn scheduling and how long it takes before the player is 'disconnected' from the drone.
Kiwik [A3] Feb 17, 2023 @ 12:46pm 
So you think the bug could be avoided if the player (let's say "P2" from the steps I shared) disconnects from the drone before it strikes its target?
We can test that when we can, we'll let you know.

The bug appeared for us after the release of the version that fixed the inability to lock targets with someone else's drone, is all I know :S
Ollie  [developer] Feb 17, 2023 @ 12:52pm 
Yea that's what we implemented in the latest update. It might still be a timing issue. The reason why the player 'disappears' is somehow when the new launcher is put down the remove target changes to the player itself not the launcher tube. Therefore if you remove the launcher it removes the player as that is the target. It is a very strange bug and could also explain the player getting stuck in the launcher. Right now we are trying to find a way to catch it reliably at the exact point this happens as we think its an engine related issue.
naPalm  [developer] Feb 18, 2023 @ 4:17am 
to add to what Ollie said, we did test this in multiplayer, however it was only 2-3 of us on a server with little load. the delay we added worked in our testing, but it's possible that on servers with heavier load on the script loop it would not suffice.
we're looking into alternatives to avoid this engine bug - for now, disconnect the terminal when the dive begins, or use destroy/SAD markers, or make sure that only the player who originally launched the Switchblade is manually picking targets with it
Kiwik [A3] Feb 24, 2023 @ 7:42am 
Yes, we'll try and test this method (sorry, i was away on a trip) :)

Right now it is not a huge issue, as in operational conditions we likely either pilot our own drones, or only use drones deployed by a support element (hence we almost never incur in the aforementioned combination).

I'll see if we have time to test your idea, and let you know if it worked!
naPalm  [developer] Mar 1, 2023 @ 7:49am 
Uploaded a new version, hopefully it's fixed this time. We can confirm it worked in our local testing.
Kiwik [A3] Mar 3, 2023 @ 9:16am 
We tested it for some time, it would seem to be fixed! :D

We still had some minor issues from time to time (about 1 in 6 launches), where the drone started flying erratically and crashed on the ground, when given several waypoints with a sharp turn rate - which i'd say is realistic enough).
Also one instance where the secnd user was momentarily unable to control the UAV - the drone would ignore waypoints), but thta was fixed by disconnecting from it and re-connecting.

Great job, gentlemen!
Ollie  [developer] Mar 3, 2023 @ 11:57am 
Yea.... We are aware of that as well. Its on the fix list. I will keep this issue open for a while just in case it comes back, hopefully it wont.
naPalm  [developer] Mar 22, 2023 @ 1:28am 
Seems like this has now been fixed, closing the thread.
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