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Phantomz

Bases Cracking On Restart

Question

So whether i use physx, snap, grid, or free mode, bases always shift and crack on restart. This happens across all servers (unless someone fixed it). Does anyone know why it happens or how to fix?

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29 answers to this question

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Na :D i found it:

Overwrite the ExileServer_util_extDB2_createMessage.sqf with this one:

/**
 * Exile Mod
 * www.exilemod.com
 * © 2015 Exile Mod Team
 *
 * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. 
 * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
 */
 
private["_messageName","_fields","_numberOfFields","_message","_i", "_arg"];
_messageName = _this select 0;
_fields = _this select 1;
_numberOfFields = count _fields;
_message = "";
for "_i" from 0 to _numberOfFields - 1 do 
{
	_arg = _fields select _i;
	if (typeName _arg == "SCALAR") then {
		if !(_arg % 1 == 0) then {
			if (_arg < 0) then {
				_arg = str ceil _arg + (str (_arg - ceil _arg) select [2]);
			} else {
				_arg = str floor _arg + (str (_arg - floor _arg) select [1]);
			};
		};
	};
	_message = _message + format [":%1", _arg];
};
_message = format["%1%2", _messageName, _message];
_message

 

I got the idea from: http://killzonekid.com/arma-scripting-tutorials-float-to-string-position-to-string/

The fix is working for at least 3 guys.

Edited by On4fox
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So this happend in Arma2/DayZEpoch too. And there it was script for it, the cords for the objects where saved to the database with more decimal. For arma 2 the script was called PRECISE BASE BUILDING. So what it did was it took the whole number from the decimal allowing more decimal places.

http://epochmod.com/forum/index.php?/topic/15813-release-v104-precise-base-building-persistent-bases-after-restart-updated-021114/

So maybe someone will look into it and make something similar to this. Or the devs will do it.

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  • 1

holy shit I just tried it and it worked. thank you mate!

edit: posted in trello too.

Edited by Smythu
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I have noticed this also, it's strange as the values in the DB dictate where walls etc should be places, the values are not changing as far as I can tell.

One possible reason could be that the values are changing from doubles to ints, tho I have not checked, this would account for a rounding up or down and movement, but this is just a theory.

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i agree with you madisoncourto.  it seems to be a 'rounding' issue at this time and others have also mentioned this too...

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My OCD is having a hard time dealing with said cracks, and hopes it gets fixed at some point in the future. ^_^

Edit: I've seen it happen in both A2 and A3 and across multiple mods, so it's not a unique problem to this one.

Edited by Zarbon
editerino..

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  • 0

this rounding problem could also be the cause for vehicle blowing up next to walls after restarts...

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Cannot fix? so there just going to leave it that way? Epoch managed to fix it in Arma 2 and Arma 3.

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Cannot fix? so there just going to leave it that way? Epoch managed to fix it in Arma 2 and Arma 3.

You could fix it and posts the fix... its a bit work as far as i can tell.
 

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