M-203 on M-16A4 bug

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WeB-18Bravo
Posts: 28
Joined: 2009-02-02 11:04

M-203 on M-16A4 bug

Post by WeB-18Bravo »

Hi dudes,
I was in Fallujah West, playing with the USMC. I requested a Grenadier kit and grabbed my M-16A4 with the M-203 grenade launcher. I pressed 4 to use it, fired and noticed that it did not explode. I reloaded, shot again, and it did the same. I aimed at my feet, pulled the trigger and... nothing. No explosion, I did not die.
More accurately, I see it fire (the fire animation works), but neither do I see any grenade flying nor do I see it explode.
I didn't try it in any other map.
Thanks.
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: M-203 on M-16A4 bug

Post by Smegburt_funkledink »

IIRC the grenade needs to travel 50 meters or so to arm. Aiming at your feet should not kill you. Try aiming at a target more than 50 meters away from you and see what happens.
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
\A*D/paran41
Posts: 3
Joined: 2009-02-02 11:05

Re: M-203 on M-16A4 bug

Post by \A*D/paran41 »

WeB-18Bravo wrote:Hi dudes,
I was in Fallujah West, playing with the USMC. I requested a Grenadier kit and grabbed my M-16A4 with the M-203 grenade launcher. I pressed 4 to use it, fired and noticed that it did not explode. I reloaded, shot again, and it did the same. I aimed at my feet, pulled the trigger and... nothing. No explosion, I did not die.
More accurately, I see it fire (the fire animation works), but neither do I see any grenade flying nor do I see it explode.
I didn't try it in any other map.
Thanks.

I have been a member for a total of 20 minutes and this is my first post. I am still in the process of downloading the Game/Mod and have not played it yet. I have been reading the manual as it downloads.

This doesn't appear to be a bug.

"The Grenadier's grenade launcher projectiles need 30-40m to arm
themselves or they will not explode. He can aim his grenades using the
overlay ladder sight"
(Project Reality 0.85 Manual (Revision 1) PAGE 22)

You may read/download the manual at the following address...
http://www.realitymodfiles.com/manual/P ... Manual.pdf

I strongly suggest all players download manual to refer to as it is VERY helpful.

Thanks,
\A*D/paran41
WeB-18Bravo
Posts: 28
Joined: 2009-02-02 11:04

Re: M-203 on M-16A4 bug

Post by WeB-18Bravo »

Yeah, I read that. Still, I didn't have that problem with the GP-30 on the AK74.
But I'll try it out, thanks.
Hotrod525
Posts: 2215
Joined: 2006-12-10 13:28

Re: M-203 on M-16A4 bug

Post by Hotrod525 »

Sgt.Smeg wrote:IIRC the grenade needs to travel 50 meters or so to arm. Aiming at your feet should not kill you. Try aiming at a target more than 50 meters away from you and see what happens.
In real life they dont arm after traveling 50 meters, they arm after couple of seconds. There is no way the round could known how far it is whitout any electronics...
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Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: M-203 on M-16A4 bug

Post by Solid Knight »

Hotrod525 wrote:In real life they dont arm after traveling 50 meters, they arm after couple of seconds. There is no way the round could known how far it is whitout any electronics...
It works the same way in game. It using arming delay in which the value is the time it takes to arm. Given that the velocity is constant you can use that time to determine the distance the round would travel before it was armed.
OkitaMakoto
Retired PR Developer
Posts: 9368
Joined: 2006-05-25 20:57

Re: M-203 on M-16A4 bug

Post by OkitaMakoto »

Hotrod525 wrote:In real life they dont arm after traveling 50 meters, they arm after couple of seconds. There is no way the round could known how far it is whitout any electronics...
'Semantics' :)
Solid Knight wrote:It works the same way in game. It using arming delay in which the value is the time it takes to arm. Given that the velocity is constant you can use that time to determine the distance the round would travel before it was armed.
Bah, was just about to post this. If you know how fast it is traveling, you know how far it will be in X seconds. So if it arms after 5 seconds, and is going 10 feet per second, it will have gone 50 feet when it will arm, thus meaning you could set it to "arm at 50 feet" [those are just random easy numbers, not realistic values]

Using the distance instead of time was probably just due to how the code was already written for vBF2 which had already implemented the arming timer.
bosco_
Retired PR Developer
Posts: 14620
Joined: 2006-12-17 19:04

Re: M-203 on M-16A4 bug

Post by bosco_ »

\A*D/paran41 wrote:I have been a member for a total of 20 minutes and this is my first post. I am still in the process of downloading the Game/Mod and have not played it yet. I have been reading the manual as it downloads.

This doesn't appear to be a bug.

"The Grenadier's grenade launcher projectiles need 30-40m to arm
themselves or they will not explode. He can aim his grenades using the
overlay ladder sight"
(Project Reality 0.85 Manual (Revision 1) PAGE 22)

You may read/download the manual at the following address...
http://www.realitymodfiles.com/manual/P ... Manual.pdf

I strongly suggest all players download manual to refer to as it is VERY helpful.

Thanks,
\A*D/paran41
I applaud you, good Sir :) .
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ReadMenace
Posts: 2567
Joined: 2007-01-16 20:05

Re: M-203 on M-16A4 bug

Post by ReadMenace »

Hotrod525 wrote:In real life they dont arm after traveling 50 meters, they arm after couple of seconds. There is no way the round could known how far it is whitout any electronics...
Sure there is, in fact it has been brought up on the forums before.

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The weighted pins rely on the 'centrifugal force' of their rotation to disarm them (which happens after flying, uninterrupted, for about 50m), which then arms the grenade. :razz:

-REad
Grasli
Posts: 162
Joined: 2007-02-13 18:05

Re: M-203 on M-16A4 bug

Post by Grasli »

I have some questions here, just because Im curious:

1) Grenade Launcher (GL):
vBF2 GLs has "timeUntilCanDetonate 0.3" - which makes it bounce.
PR GLs has "ArmingDelay 0.4" - not explode.. ?
Is it the "ArmingDelay" setting which makes it NOT explode at under xx metres (or seconds?)? I wonder why vBF2 didnt use that.. Heh..

2) Hand Grenades (HG):
Is it "timeToLive CRD_NONE/3.8" which is the delay for exploding on Hand Grenades? Just curious.. Its 3.8 in PR and 2.8 in vBF2. Always thought it was 4 on both, heh.
DesmoLocke
Posts: 1770
Joined: 2008-11-28 19:47

Re: M-203 on M-16A4 bug

Post by DesmoLocke »

\A*D/paran41 wrote:I have been a member for a total of 20 minutes and this is my first post. I am still in the process of downloading the Game/Mod and have not played it yet. I have been reading the manual as it downloads.

This doesn't appear to be a bug.

"The Grenadier's grenade launcher projectiles need 30-40m to arm
themselves or they will not explode. He can aim his grenades using the
overlay ladder sight"
(Project Reality 0.85 Manual (Revision 1) PAGE 22)

You may read/download the manual at the following address...
http://www.realitymodfiles.com/manual/P ... Manual.pdf

I strongly suggest all players download manual to refer to as it is VERY helpful.

Thanks,
\A*D/paran41
You, sir, have started off on the right foot. Welcome to the forums! I wish more new players to the mod would just read the manual...
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PR player since 0.5 (Feb 2007)

Solid Knight
Posts: 2257
Joined: 2008-09-04 00:46

Re: M-203 on M-16A4 bug

Post by Solid Knight »

armingDelay and timeUntilCanDetonate are subtly different. I don't remember exactly what the difference is.
Grasli
Posts: 162
Joined: 2007-02-13 18:05

Re: M-203 on M-16A4 bug

Post by Grasli »

Solid Knight wrote:armingDelay and timeUntilCanDetonate are subtly different. I don't remember exactly what the difference is.
Yep, thats what I thought but I asked for it to be sure. timeUntilCanDetonate is like in vBF2 which makes the GL bounce when shot close to yourself. armingDelay is like in PR where the GL wont explode if shot close to you.
I think thats correct..? ;)

And IRL, does the GL arm at 50m or 30m? Does every GL round always have arming nowadays (to prevent blowing yourself up), or something else? Heh, its kind of interesting to talk about.. ;)

And something I have always wanted to know (IRL) - is the GL as effective and has the same kill-radius as the Hand Grenades? Or are there a difference, where the HGs does most damage/have a bigger radius but that the GL does more damage against walls, small vehicles and things like that?
flickflackingfligger
Posts: 166
Joined: 2008-05-08 20:08

Re: M-203 on M-16A4 bug

Post by flickflackingfligger »

\A*D/paran41 wrote:I have been a member for a total of 20 minutes and this is my first post. I am still in the process of downloading the Game/Mod and have not played it yet. I have been reading the manual as it downloads.

This doesn't appear to be a bug.

"The Grenadier's grenade launcher projectiles need 30-40m to arm
themselves or they will not explode. He can aim his grenades using the
overlay ladder sight"
(Project Reality 0.85 Manual (Revision 1) PAGE 22)

You may read/download the manual at the following address...
http://www.realitymodfiles.com/manual/P ... Manual.pdf

I strongly suggest all players download manual to refer to as it is VERY helpful.

Thanks,
\A*D/paran41
yees more people need to read that and stop asking stupid questions during gameplay! :mrgreen:

"My gosh, zee germans'r coming!"Image
\A*D/paran41
Posts: 3
Joined: 2009-02-02 11:05

Re: M-203 on M-16A4 bug

Post by \A*D/paran41 »

Thank you [R-DEV]bosco and DesmoLocke for the kind words. It means a lot to me from men of your stature.
I went to a "practice site" earlier and was lost as a goose! It will take me awhile to get "into" the game. Hope to see everyone there soon.


PID 146522728 >>> paran41 Sergeant Major Stats, BF2S.com
HeXeY
Posts: 1160
Joined: 2008-06-28 18:03

Re: M-203 on M-16A4 bug

Post by HeXeY »

Awesome that someone actually took time to read the manual before starting to play :D (I didn't do that myself :p )

Welcome to the forums, but we won't be seeing eachother on the battlefield I think, if so one of us would have an extremely bad ping ;)
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Canofwhoop
Posts: 74
Joined: 2009-01-29 03:19

Re: M-203 on M-16A4 bug

Post by Canofwhoop »

this is becuase that for the grenade or smoke to deploy from the 203 you need to be aiming out to 40m otherwise the grenade or smoke will not deploy...unlike vBF2 where noob tubes are A holes :lol:
Grasli
Posts: 162
Joined: 2007-02-13 18:05

Re: M-203 on M-16A4 bug

Post by Grasli »

Canofwhoop wrote:this is becuase that for the grenade or smoke to deploy from the 203 you need to be aiming out to 40m otherwise the grenade or smoke will not deploy...unlike vBF2 where noob tubes are A holes :lol:
Hmn, they are NOT noobtubes in vBF2 if used correctly. I never use it in close combat/at my own feet, neither when jumping (but I hate others who abuse it like that). I stand almost completely still and shoot at targets or groups at med/long distances. Yeah you heard me - groups of people. The GL in vBF2 isn't as bad as you might think. But you need to know how to use it, yeah.. ;)

Anyway, is there anyone who can answer my questions above..?
Smegburt_funkledink
Posts: 4080
Joined: 2007-11-29 00:29

Re: M-203 on M-16A4 bug

Post by Smegburt_funkledink »

Hotrod525 wrote:In real life they dont arm after traveling 50 meters, they arm after couple of seconds. There is no way the round could known how far it is whitout any electronics...
I'm sorry, I had no idea that they didn't have gps systems built into them to arm the explosive after 50 meters. :roll:

In PR, if the grenade has travelled 50 meters, that's enough TIME for it to arm...

BTW, we're talking about a computer game, what Okita said. :)
[R-Div]Robbi "There's nothing more skanky than eating out of a tub of hummus with a screwdriver."
[R-DEV]Matrox "CHINAAAAAAA!!!"
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