Radioman / Artillery Exploits

Issue #19 resolved
Andrew Theel created an issue

Fix artillery issues/bugs.

GG server has one fix already:

  1. When radioman resupplys he is given another radio which then duplicates calls.
  2. Infinite artillery (this may be connected to the 1st bug as I don't know how to replicated it)

Comments (9)

  1. Matt Hands

    Radio inventory items that destroy themselves after spawning, once they've spawned & attached the radio trigger actor, are always going to be problematic. For example, they also caused the radioman weapon switching bug (at least 90% of the time), because the client thinks it is still waiting to receive its initial inventory loadout as it doesn't have the radio item.

    A thought - without investigating or testing: what if we didn't destroy the radio item? Problem would presumably be that you could select it by cycling weapons. But gut feeling is it wouldn't be too difficult to make it non-selectable. Either make the radio cause an immediate switch to next inventory item as soon as radio is selected (an invisible, immediate, radio-instigated bypass), or maybe add a bSelectable variable in DHWeapon, meaning item is bypassed in switching weapons. This would solve all problems associated with radio items destroying themselves.

    Another alternative would be to include a bool in DHWeapon to flag whether the weapon can be resupplied at an ammo dump. True by default, false for radio, so resupply point won't keep adding radios to replace 'missing' radio inventory item. Easier, without apparent complications, but without wider benefits. But flag other items false if you don't want them to be resuppliable, which I guess would remove some weapon-specific function overrides or maybe literal references in resupply code.

    All inventory items in DH now extend DHWeapon, so this sort of thing is much easier now.

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