MantisBT - Soldat Dedicated Server |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000616 | Soldat Dedicated Server | Scripting Core | public | 2015-06-10 09:28 | 2016-03-15 01:27 |
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Reporter | deguix | |
Assigned To | | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | confirmed | Resolution | open | |
Platform | amd64 | OS | Debian GNU/Linux | OS Version | 7.0 |
Product Version | 2.7.9b1 | |
Target Version | | Fixed in Version | | |
John | |
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Summary | 0000616: TPlayer.ForceWeapon reloads secondary whenever its ammo is set to 0 |
Description | I was trying to make force weapon to jam the primary weapon artificially (by setting its ammo to 0 every second with TGame.OnClockTick), but whenever I do that after the secondary weapon is reloading, that secondary weapon is automatically fully reloaded.
The "workaround" is to save that ammo in another variable, and whenever weapons are switched again, use it, and save the new one in this one, and then do another force weapon, but then the weapon will starting reloading from the beginning if its ammo is 0, which is what I don't want.
(I didn't test with 2.7.8, but it should be there too) |
Steps To Reproduce | Use the script as in http://wiki.soldat.pl/index.php/TActivePlayer.ForceWeapon, [^] except set NewSecondary.WType to an actual weapon id (like 1 for deagles). |
Additional Information | Historically with ScriptCore 2 ForceWeapon, 0 meant "max ammo" for primary, but it shouldn't. 255 should be "max ammo" instead, and 0 should make it stay in reloading state. Preferably there should also be another variable for the reloading percentage, but I think that's pushing it. |
Tags | No tags attached. |
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Issue History |
Date Modified | Username | Field | Change |
2015-06-10 09:28 | deguix | New Issue | |
2015-06-11 01:41 | deguix | Note Added: 0002470 | |
2016-03-15 01:27 | Falcon | Status | new => confirmed |