Script Flaw and... sound bug?

Discussion in 'Bug Reports' started by Ranger, Sep 29, 2018.

  1. Ranger

    Ranger Member

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    I made a cannon with 40 clips and 1 round per clip. The intention was to have it play Vehicle_Weapon.Reload.

    I set both Cycle Time and Reload Time to 1.4. From the moment I empty a clip (fire one shot) it will take 2.8s to fire another shot. To fix this I set Cycle Time to the minimum for cannons 0.1. It's not a bug but I find the design a bit disturbing. Why force cycle time on one-round weapons like cannons (considering they're using clips rather than one big clip)

    Now it takes 1.4s to fire as it should. Next problem is that reload sound bugs out somehow and Vehicle_RG.Fire doesn't play at all after firing a few consecutive shots.

    To fix this Vehicle_Weapon.Reload should play when reloading starts, not after it ends (Not sure it would work in this case cause the sound is longer than 1.4s so it might still break other sounds, idk.).

    I'll probably just remove Vehicle_Weapon.Reload for the time being.
     
  2. Not Kidpaler

    Not Kidpaler Member

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    I'm fairly certain vehicle weapon reload is only used for missiles.
     
  3. Ranger

    Ranger Member

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    Yeah and machine guns.
     

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