Mortar can rapid-fire when first-person mesh does not display
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Comments (7)
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I believe MattUK is correct with the above discussion. So unless you witnessed this without 3rd person, we can mark it off.
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reporter This happened in first person view, there was no third-person enabled to my knowledge, but I will try again to replicate this.
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I guess it will happen in 1st person if the HUD overlay (i.e. the FP mesh) does not display. But then the rapid fire is really a symptom of another, underlying problem, i.e. the HUD overlay not displaying.
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reporter This bug happens a surprising amount of the time. It is definitely caused by the
HUDOverlay
not displaying for some reason. This happens all the time to the half-track machine-guns. I can fix this by moving the timing of the firing logic out of the client (prone to potential exploits anyways), but it would be awesome to have the underlying issue fixed as well. -
reporter - changed status to resolved
Fixed in commit 9b8852189a4b1a620d8ec64255ed1d2208a6dbb8.
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Remove the temp hack of spawning the HUD overlay (if necessary) every time mortar fires & replaced with what should be a good fix in commit 66f2398.
For details see notes in issue 395 - HUDOverlay on VehicleWeapons sometimes do not display.
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I don't think this is a problem, as it only happens when using behind view - is that correct? Behind view will not be possible in multi-player in a released version. It is allowed in single player, but that doesn't seem to matter much.
The behind view problem is because there's no HUDOverlay in 3rd person view & the state timing is governed by HUD overlay animations durations, i.e. mortar exits state Firing when firing anim completes.