Drexx Posted May 26, 2018 Share Posted May 26, 2018 (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 May 26, 2018 by Drexx Developer of DDCS MP Engine, dynamicdcs.com https://forums.eagle.ru/showthread.php?t=208608 Link to comment Share on other sites More sharing options...
Luger1-1 Posted May 30, 2018 Share Posted May 30, 2018 +1 Link to comment Share on other sites More sharing options...
Johnny_Rico Posted May 30, 2018 Share Posted May 30, 2018 can confirm this and also weirdness like floating crates in MP such a PITA METAR weather for DCS World missions Guide to help out new DCS MOOSE Users -> HERE Havoc Company Dedicated server info Connect IP: 94.23.215.203 SRS enabled - freqs - Main = 243, A2A = 244, A2G = 245 Please contact me HERE if you have any server feedback or METAR issues/requests Link to comment Share on other sites More sharing options...
Drexx Posted June 7, 2018 Author Share Posted June 7, 2018 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) Developer of DDCS MP Engine, dynamicdcs.com https://forums.eagle.ru/showthread.php?t=208608 Link to comment Share on other sites More sharing options...
Skarp Posted November 14, 2018 Share Posted November 14, 2018 (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 November 14, 2018 by Skarp Link to comment Share on other sites More sharing options...
Skarp Posted November 17, 2018 Share Posted November 17, 2018 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. Link to comment Share on other sites More sharing options...
Drexx Posted November 27, 2018 Author Share Posted November 27, 2018 This is still a big problem guys Developer of DDCS MP Engine, dynamicdcs.com https://forums.eagle.ru/showthread.php?t=208608 Link to comment Share on other sites More sharing options...
Skarp Posted December 12, 2018 Share Posted December 12, 2018 The patch that was to fix the bug seemed to not work. No change observed. Link to comment Share on other sites More sharing options...
Skarp Posted December 22, 2018 Share Posted December 22, 2018 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. Link to comment Share on other sites More sharing options...
Shrike88 Posted April 28, 2020 Share Posted April 28, 2020 Bump. Desync floating crates are still there Link to comment Share on other sites More sharing options...
ED Team BIGNEWY Posted April 29, 2020 ED Team Share Posted April 29, 2020 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 Forum rules - DCS Crashing? Try this first - Cleanup and Repair - Discord BIGNEWY#8703 - Youtube - Patch Status Windows 11, NVIDIA MSI RTX 3090, Intel® i9-10900K 3.70GHz, 5.30GHz Turbo, Corsair Hydro Series H150i Pro, 64GB DDR @3200, ASUS ROG Strix Z490-F Gaming, HP Reverb G2 Link to comment Share on other sites More sharing options...
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