Lol never noticed this myself before, now its going to bug me forever!
ChallengerCC wrote:Sorry guys but thats not true what you are saying. The bug exists!
I hope it will make not so mutch work to fix this. I think you forget to call the Shelleject methode/class for the "scope model" (i think you switch to a nother model or)

and to define the type and exit point of the shells.
Here are the evidences:
PR:BF2 no_shell Bug - YouTube
PR:BF2 working shell - YouTube
Have fun.
There is a massive difference between how zoomed scopes work, and how iron sights / reflex sights with no zoom work. Scoped in models have a separate 1st person lod for the scoped in view, which has the scoped hollowed out with reticle etc. I'm not 100% sure if we could integrate a zoomed scope into the main model like we have with non-zoomed reflex sights etc, but the amount of work to do that is massive and no way near worth it for a small bug like this so that really isn't an option, without talking about the massive rise in 1p poly counts and other possible implications this could bring.
However this can be possibly fixed in another, much simpler way to fix this which I'll look into a bit.
EDIT: found out what's causing this. Its basically this line of code which is left over from vBF2:
Code: Select all
ObjectTemplate.zoom.disableMuzzleWhenZoomed 1
This stops a big flash happening right in front of the scope. What it also dose is it stops the shell ejection at the same time
Will bring it up with the rest of the devs and see what they think about the course of action as that bit of code might be still required for some other purpose. It dose stop the muzzle smoke from coming up in front of the scope:
http://img268.imageshack.us/img268/5814/32851103.jpg