View Issue Details

IDProjectCategoryView StatusLast Update
0003190Multi Theft Auto : San AndreasVehiclespublic2018-02-21 00:08
Reportermekorea Assigned Toccw  
Status resolvedResolutionfixed 
Product Versionmtasadm_v1.0-dp2 
Target Version1.5.6Fixed in Version1.5.6 
Summary0003190: Dummy misplacement on custom vehicles
Custom vehicle models cause vehicle dummy positions to be misplaced to vehicle's 0,0,0 coordinates. (lights, ped seats, ect.)
ps. Works on rare occasions.

TagsNo tags attached.


has duplicate 0004033 closed New issues engineLoadDFF doesnt load correctly most model dummies 



2008-02-04 07:04

administrator   ~~0007203

I think these might be dummies that were not present in the original model. I remember seeing things like spoilers working correctly though..


2008-03-02 17:36

developer   ~~0007388

Not sure about that, since "ped_frontseat", "headlights", "exhaust", etc. dummies are also being created to 0,0,0 coords which are included in every car.


2009-03-02 14:35

viewer   ~~0008438

There was an ability to reset this things to right position with engineRestoreCol but in nightly build its not working(probably).


2009-04-23 23:11

administrator   ~~0008897

The dummies do get loaded correctly the first time. However as soon as you load a second car, MTA makes SA load the dummies again (doesn't happen with unreplaced cars), apparently somehow setting them to the origin.


2009-11-20 22:01

administrator   ~~0010796

I had this problem in DP2 with a infernus mod, which i still use in MTA 1.0.2.. it's no longer bugged @ here.


2010-03-08 09:45

administrator   ~~0011131

Yep, saw this problem in 1.0.4-untested-16 on a car, but not all. I can upload a screenshot.


2012-06-29 10:08

viewer   ~~0016910

I don't know if it is related, but when we replace a 2doors vehicle whith a 4doors, only 2 doors work.


2012-06-29 11:58

updater   ~~0016911

Dragonofdark, you are just replacing model and textures. I guess you need to edit some handling flags.


2012-06-29 23:44

viewer   ~~0016923

I don't think it's the handling flags as there is no difference between a 2door and a 4door vehicle in handling.dat and vehicles.ide. When we replace the model, only 2 dummies are recognized.


2012-06-30 04:07

administrator   ~~0016924

I think the original issue has been fixed for a little while.

In the case of 2/4 door vehicles, it looks like they are not interchangeable.


2012-06-30 20:38

viewer   ~~0016933

Tested in Single Player, and it does work. So I'm pretty sure it's a problem with the replace engine from MTA.


2012-07-03 09:41

updater   ~~0016949

I cann't find any info on how number of doors is set. Well, there are not much options: exact numbers may be hardcoded in exe or/and operated via main.scm


2012-07-11 17:03

viewer   ~~0017030

So do you think we could fix this problem in mta ?


2012-07-11 17:12

viewer   ~~0017031

Please provide a download for this model. I want to inspect the model a bit and test this bug.


2012-07-12 03:05

viewer   ~~0017038

It's simply the Rancher from the mission "Lure" remplaced with the FBI Rancher.


2012-07-12 13:00

updater   ~~0017044

Last edited: 2012-07-12 15:07

Rancher is 2-door, FBI Rancher is 4-door. The game won't recognize 2 additional passenger seats, because number of doors for Rancher is set as 2 and hardcoded. No matter how much passenger seats replacement has, the game will use 2 only. Same goes to other models.


2012-07-12 22:55

viewer   ~~0017045

If this is hardcoded in main.scm, can we fix it in mta. And if it is in .exe ?


2012-07-13 19:49

reporter   ~~0017049

Last edited: 2012-07-13 19:50

actually the game reads the passenger seats from the dff but MTA will ignore them because as usual someone hard coded a value and now it's going to take a major release to fix.

EDIT: Yes I have looked into adding passenger seats and have working code for it.


2012-07-14 00:18

viewer   ~~0017055

Eh, good to see that this will be fixed ! Thanks ;)


2014-03-20 21:40

reporter   ~~0020433

Last edited: 2014-03-20 21:41

Some vehicles work, some have bugs. But i think this issue is related with #8020 because the way MTA reads the dummy positions seems not to be the best. I think it reads the raw dff positions but "misc_c" of the Rhino/S.W.A.T/Towtruck is able to change it`s position inGame (the muzzle position for tanks or the hook of the towtruck) so it may be better if MTA tries to get the real dummy position, not a constant dff entry. Otherwise nobody will ever be able to get the position of such components/dummies.


2014-06-19 08:47

reporter   ~~0021057

I don't think you understand the issue with 8020, 8020 isn't that it's reading the raw dff position it's that the position you want is somewhere else.


2014-06-19 14:20

reporter   ~~0021064

Last edited: 2014-06-19 14:25

I opened the 3D Model and misc_c is exactly what i want :)
But no matter where misc_c really is, the position returned with getVehicleComponentPosition is always

x = 0
y ~ 6.48
z ~ 1.30

for unmodified Rhino models. Modified Rhinos return different values, and they are more crazy (like z = 100 or so)

€DIT::: I hope i understood you correctly :D


2015-08-14 13:16

reporter   ~~0023925

Can anyone still confirm this issue? I am using many custom models and i cant see any problem since ccw fixed issue 8020.


2017-08-18 12:18

reporter   ~~0026158

Pls close, any issue regarding dummy positions has been fixed.

If any issue still exists, then it's causes by a faulty 3D model.

Issue History

Date Modified Username Field Change