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isVehicleOnGround sometimes returns false incorrectly #471
Comments
The Monster problem should be fixed but I am not sure about vehicles that are upside down (yet on the ground) or vehicles driving on walls (with setVehicleGravity). I invite suggestions and comments |
Monster problem is still present in v1.5.9-release-21024.1. I encountered the same issue for Dune. It must be something related to their unusual suspension. Lowering suspensionForceLevel in handling fixes the problem (to 0.2 for Monster or 0.4 for Dune). That change is a bit too much for those vehicles, but maybe this will be of some help in figuring out the underlying problem |
seems very related to issue #2093 as well, and all stuff tied to it comes back to unusual suspension values. For the latter, also see my comment on that issue. |
Not sure about unsual suspension values, but for typical situations using |
Describe the bug
isVehicleOnGround returns false on some vehicles upside down and isVehicleOnGround always returns false for Monsters.
Vehicle IDs: 444, 556, 557
isVehicleOnGround(getPedOccupiedVehicle(localPlayer)) always return false
To Reproduce
crun isVehicleOnGround(getPedOccupiedVehicle(localPlayer))
Expected behavior
Should return true
Screenshots
![image](https://user-images.githubusercontent.com/923242/45889297-f7459f00-bdb7-11e8-8dbf-31ffc59a419d.png)
MTA Client (please complete the following information):
unstated
MTA Server (please complete the following information):
unstated
Additional context
From mantis 7880 and mantis 8672
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