Sometimes when i get in an APC or tank either the heat or sabot ammo is gone and then it sometimes can come back later. Does this happen to anyone else? It annoys me to no end.
EDIT: This also happens when i switch position inside the APC/Tank too.
APC/Tank ammo
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Ironcomatose
- Posts: 3471
- Joined: 2007-02-21 06:07
APC/Tank ammo
[R-DEV]DuneHunter - No offense to any female gamers, but never, ever underestimate the amount of havoc a woman can unleash upon innocent unsuspecting electronics.
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mammikoura
- Posts: 1151
- Joined: 2006-09-19 04:26
yeah it has happened to me a few times. Always thought it might have something to do with people getting on the drivers seat without the crewman kit. But in my case both of the rounds are gone. And it's very rare, and I never had it happen with a tank but then again I can't remember when was the last time that I used a tank.
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El_Vikingo
- Posts: 4877
- Joined: 2006-11-27 01:50
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fuzzhead
- Retired PR Developer
- Posts: 7463
- Joined: 2005-08-15 00:42
Ammo counter in tanks and APC displays 0 but actually has ammo. Heres how it works:
First a wrong-kit-guy gets in a turret. He can't move the turret but he can shoot off a round which is live (will do damage) then all subsequent rounds will not count (firing animation appears for him but not in 3p). The turret is disable for him, he can't move it really and he doesn't even expend ammo after the first live round. The ammo indicator will show his rounds going down, but then once he holds fire, the indicator will bounce back up to initial load-out minus 1. This is how db's code disables the turret for the wrong-kit-guy.
But here's the bug. By shooting that first round, the wrong-kit-guy has 'special disabled the turret' for others. Once wrong-kit-guy exits, and a crewman gets in the turret, the crewman will see 0-0 ammo for which ever gun was fired (AP in APC or coax in Tanks). The crewman will see in first person that his gun is empty and will hear the click of an empty weapon when he shoots. But in 3p the crewman is actually shooting, and his "blanks" do damage.
Now once crewman 1 leaves, and another crewman (it could be crewman 1 again or any other crewman) gets in the turret. The 'special disable' is removed and the turret works normally.
I believe db is aware of this bug, but I just wanted to spell it out. Basically it must have something to do with the disabling of the turret by wrong-kit-guy, and when crewman gets in the turret, it is not being properly re-enabled (?) But I don't really understand the code.
Here's a quicker explanation:
1. wrong-kit-guy in goes in turret
2. turret is regular disabled
3. wrong-kit-guy shoots a round off
4. turret is special disabled
5. wrong-kit-guy exits and crewman enters turret
6. crewman experiences special disabled as having no ammo
7. crewman exits and reenters
8. turret is re-enabled and ammo reappears along with animation
Were working on it, prolly wont be fixed in v0.6, but at least you know more about it
First a wrong-kit-guy gets in a turret. He can't move the turret but he can shoot off a round which is live (will do damage) then all subsequent rounds will not count (firing animation appears for him but not in 3p). The turret is disable for him, he can't move it really and he doesn't even expend ammo after the first live round. The ammo indicator will show his rounds going down, but then once he holds fire, the indicator will bounce back up to initial load-out minus 1. This is how db's code disables the turret for the wrong-kit-guy.
But here's the bug. By shooting that first round, the wrong-kit-guy has 'special disabled the turret' for others. Once wrong-kit-guy exits, and a crewman gets in the turret, the crewman will see 0-0 ammo for which ever gun was fired (AP in APC or coax in Tanks). The crewman will see in first person that his gun is empty and will hear the click of an empty weapon when he shoots. But in 3p the crewman is actually shooting, and his "blanks" do damage.
Now once crewman 1 leaves, and another crewman (it could be crewman 1 again or any other crewman) gets in the turret. The 'special disable' is removed and the turret works normally.
I believe db is aware of this bug, but I just wanted to spell it out. Basically it must have something to do with the disabling of the turret by wrong-kit-guy, and when crewman gets in the turret, it is not being properly re-enabled (?) But I don't really understand the code.
Here's a quicker explanation:
1. wrong-kit-guy in goes in turret
2. turret is regular disabled
3. wrong-kit-guy shoots a round off
4. turret is special disabled
5. wrong-kit-guy exits and crewman enters turret
6. crewman experiences special disabled as having no ammo
7. crewman exits and reenters
8. turret is re-enabled and ammo reappears along with animation
Were working on it, prolly wont be fixed in v0.6, but at least you know more about it
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MadTommy
- Posts: 2220
- Joined: 2006-05-23 11:34
cool..good to know.. happened to me with a vital APC last night.
Really gonna have to keep a gunner and a driver in the APC at all times to avoid this happening.
I was covering my squad in the gun, popped in the driver seat to move 5m to get a better angle, bluey must of spawned in the gun seat, fired a shot or something, when i got back into the gun 10seconds later all ammo was gone..and i couldn't get it back.
. Wont bother me now i know why.
Really gonna have to keep a gunner and a driver in the APC at all times to avoid this happening.
I was covering my squad in the gun, popped in the driver seat to move 5m to get a better angle, bluey must of spawned in the gun seat, fired a shot or something, when i got back into the gun 10seconds later all ammo was gone..and i couldn't get it back.
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Nephrmuus
- Posts: 94
- Joined: 2007-02-15 13:05
Ooops, that happens to me a lot. Good to know that I'm still firing live ammo, even if I am just getting "click, click"...Good luck to whoever is fixing that!
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