Possible deployed RPK bug

If you find a bug within PR:BF2 (including PRSP), please report it here.
Post Reply
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Possible deployed RPK bug

Post by MaxP »

In:
rulmg_rpk74mscopedeployed.tweak
rulmg_rpk74mdeployed.tweak
insrg_rpk74deployed.tweak
there is ObjectTemplate.ammo.reloadTime 5.7, but in the animationsystem1p.inc appropriate to this animationManager.length 6.4 - it causes double reloading bug.

insrg_rpkdeployed.tweak and vnlmg_rpkdeployed.con both have 6.4 s
User avatar
Mats391
PR:BF2 Lead Developer
Posts: 7643
Joined: 2010-08-06 18:06

Re: Possible deployed RPK bug

Post by Mats391 »

Not sure what double reload bug you refer to. Difference in animation length and actual reload time will only make them not synched. In this case you actually are done reloading 0.7s before animation finishes. It could also bee that in the last 0.7s of the reload animation nothing happens, i will check it.
Thanks for report.
Image

Mineral: TIL that Wire-guided missiles actually use wire
MaxP
Posts: 117
Joined: 2008-09-08 19:18

Re: Possible deployed RPK bug

Post by MaxP »

[R-DEV]Mats391 wrote:Not sure what double reload bug you refer to. Difference in animation length and actual reload time will only make them not synched. In this case you actually are done reloading 0.7s before animation finishes. It could also bee that in the last 0.7s of the reload animation nothing happens, i will check it.
Thanks for report.
Thanks. I'm using some PR weapons in AIX, without changes in animation files.
The "double reloading bug" is infrequent, but noticeable, happens in the main when the player changing pose or moving during\before\after reloading.
Last time I've seen this, it was insrg_rpk74deployed, and I've decided that it is what I looking for...
Maybe I'm wrong :)
Last edited by MaxP on 2016-07-05 21:37, edited 2 times in total.
Post Reply

Return to “PR:BF2 Bugs”