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Vehicles sometime spawn on-top of each other... #419

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usszulu2 opened this Issue Jul 10, 2016 · 6 comments

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@usszulu2
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usszulu2 commented Jul 10, 2016

Sometimes town vehicles will spawn on-top of each other. Although it is rare, it has been reported several times. An example picture has been attached. There doesn't appear to be a reason or pattern behind it.

Thanks! =)

20160701163313_1

@Gigatek1

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Gigatek1 commented Jul 10, 2016

lol I got a report of this happening to about 4 vehicles on Tanoa today. Someone blew the pile up and a few people thought it was a hacker.

@nerdalertdk

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nerdalertdk commented Jul 11, 2016

In your "vehicleCreation.sqf"

you can do this, it might help a litlle

//_pos = [_markerPos, 2, 25, 5, 0, 60 * (pi / 180), 0, [], [_markerPos]] call BIS_fnc_findSafePos;
// diabled as a test. might break other features
//_pos = _markerPos;

//Car Initialization
_pos = _markerPos findEmptyPosition [0,50,_vehicleType];
if (count _pos == 0) then { _pos = _markerPos };

_vehicle = createVehicle [_vehicleType, _pos, [], 0, "None"];
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AgentRev commented Jul 11, 2016

no no no no no, do not do that, my position finding code is called from vehicleSpawning.sqf, and findEmptyPosition is complete shit, which causes vehicles to spawn inside buildings and explode. We ditched it back in 2013.

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nerdalertdk commented Jul 11, 2016

Well they still spawn on top of each other if your A3W_vehicleQuantity is high, mine is 300 now, when i had it at 450 there where a lot of vehicles spawned on top of each other, now it rarely happens

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AgentRev commented Jul 11, 2016

The problem is that Tanoa has very high object density, which reduces the number of available spots. IMHO 2 stacked vehicles is better than just one, even if it looks weird.

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nerdalertdk commented Jul 11, 2016

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