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Loot hangs in the air, leaving some loot too high in the air. #563

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aussie-battler opened this issue Aug 28, 2021 · 1 comment · Fixed by #567
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Loot hangs in the air, leaving some loot too high in the air. #563

aussie-battler opened this issue Aug 28, 2021 · 1 comment · Fixed by #567
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@aussie-battler
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aussie-battler commented Aug 28, 2021

No big deal, but loot hangs up too high on top of some buildings. Arma must grab some high loot position values.

It is called in SaltyDog.abramia\Functions\Waves\BLWK_fnc_spawnLoot.sqf.

  • I tried lowering:
 #define LOOT_HOLDER_Z_BUFFER 0.1 

to 0.5 but it is still too high.

  • Tried changing #define LOOT_HOLDER_CLASS "GroundWeaponHolder_Scripted" to groundWeaponSimulated but it breaks the loot. From what I can see, you are choosing the loot locations and then spawning the loot in these exact
    20210827231526_1
    spots. I am not sure how to get loot to fall to the ground. You are so much better at coding.

To help me understand if I can get loot to fall:

		private _holder = createVehicle [LOOT_HOLDER_CLASS, [0,0,1000], [], 0, "FLY"];

Are you spawning the loot 1000m in the air & then placing it to the loot position?

Thanks for all the latest updates, love your work. Do extractions at the end of the mission work?

@aussie-battler
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aussie-battler commented Aug 28, 2021

Here is where I got the idea on my other arma Co10 Escape servers to spawn loot 1m high & make it fall to the ground:

_lootContainer = createVehicle ["groundWeaponSimulated ", [_lootPosition select 0, _lootPosition select 1,(_lootPosition select 2) +  0.5], [], 0, "CAN_COLLIDE"];

https://forums.bohemia.net/forums/topic/154667-weaponholdersimulated-groundweapoonholder/

@Ansible2 Ansible2 added the bug Something isn't working label Aug 28, 2021
@Ansible2 Ansible2 self-assigned this Aug 28, 2021
@Ansible2 Ansible2 added this to the 0.9.2 milestone Aug 28, 2021
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