RoundShades Posted July 9, 2015 Share Posted July 9, 2015 Occasionally, in third person, when making erratic movements or sprinting forward, likely more plausible with speed crate, the grenadier will fire forward but it will appear to explode on the character instantly. Likely a case of the projectile origin being behind the character when it starts, due to inconsistencies in speed and whatever, which causes it to collide with the character. Idk how you would go about making the origin of the grenade further forward or give it collision immunity for 0.5 seconds. Quote Link to comment Share on other sites More sharing options...
[TmX]Super-Kh Posted July 9, 2015 Share Posted July 9, 2015 same with mcfarland Quote Link to comment Share on other sites More sharing options...
RoundShades Posted January 10, 2016 Author Share Posted January 10, 2016 Just reposting, because this still happens a lot, and I think it has something to do with camera for the sole reason that it happens when you aim straight down in Weps Factory when using a healgun, your beam will originate at and hit the roof instead of your hip and hit the floor. Quote Link to comment Share on other sites More sharing options...
RypeL Posted January 11, 2016 Share Posted January 11, 2016 The repgun, for the most part, works totally different to the other weapons. So it cant really be compared to the other weapons. The repgun beam issue almost certainly is a different issue i think. So wee´d need to find out how exactly to reproduce this on gunner or mcfarland. Quote Link to comment Share on other sites More sharing options...
Bananas Posted January 11, 2016 Share Posted January 11, 2016 Probably the same issue as shooting the ceiling when it is too low and you jump/look a certain way? I've always been curious why the projectiles come out like that. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted January 11, 2016 Totem Arts Staff Share Posted January 11, 2016 Network latency problem maybe? Quote Link to comment Share on other sites More sharing options...
RoundShades Posted January 14, 2016 Author Share Posted January 14, 2016 The repgun, for the most part, works totally different to the other weapons. So it cant really be compared to the other weapons. The repgun beam issue almost certainly is a different issue i think.So wee´d need to find out how exactly to reproduce this on gunner or mcfarland. This shows how and sort-of why this type of misfire happens. Hope it helps! kxMqYQVE6Sc Quote Link to comment Share on other sites More sharing options...
Bananas Posted January 14, 2016 Share Posted January 14, 2016 Yah that video shows it well. If that bug can be fixed, it would be amazing. Happens in small tunnels, when you jump sometimes, you can even make a hotwire beam shoot backwards if you just stand behind them sometimes. Quote Link to comment Share on other sites More sharing options...
Canucck Posted January 14, 2016 Share Posted January 14, 2016 Would be nice if the tunnels were just made into somewhat normal hallways on all maps like in ren, would really help with this too. There's nothing beneficial about having tunnels that look like they were dug by a 3 year old into the side of a snowbank, or arches that only dwarves can pass under Quote Link to comment Share on other sites More sharing options...
RypeL Posted January 15, 2016 Share Posted January 15, 2016 Thx for the vid. Kinda hard to fix I think. The only fix I can think of for this would be to stop the weapon from firing in that situation. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted January 15, 2016 Totem Arts Staff Share Posted January 15, 2016 Thx for the vid. Kinda hard to fix I think. The only fix I can think of for this would be to stop the weapon from firing in that situation. How about trying to trace the line according to the direction of the camera, instead of to where the camera ended up to? Iirc though, it ends with rather inaccurate fires. Oh wait, I think I'm thinking of Left 4 Dead's 3rd person view. But not sure if it'll not happen here as well Quote Link to comment Share on other sites More sharing options...
djlaptop Posted January 21, 2016 Share Posted January 21, 2016 I like to plant beacons in that corridor in the WF because it's one the last places players expect and they often go hunting for it outside and on the roof before checking inside. But now I can see it may be problematic to disarm due to this glitch. Personally I've run into this glitch when repairing the HON from the lower level on the sides. Side note, I literally LOL'd at the emp grenade going backwards. Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted January 21, 2016 Share Posted January 21, 2016 Could be related to a bug that i found a while ago: OS2r4uSxrsE The reticle does not seem to aim at the meshes itself, but at the invisible walls that detect collision. The reticle automatically aims for the closest collision wall it can see on the game screen(!) (which once again explains the difference between what you see and what you are shooting at), which sometimes causes some nasty effects. what should happen is that the reticle should aim at the furthest collision wall or mesh it can find on, once again, the game screen. If collision walls would be given a colour and had no transparency, the reticle should be aiming for the furthest collision wall it can see. Quote Link to comment Share on other sites More sharing options...
RypeL Posted January 21, 2016 Share Posted January 21, 2016 Could be related to a bug that i found a while ago:OS2r4uSxrsE There was a fix for this in 5.12 What BroTranquilty showed in his vid: We know exactly why that happens. We will eventually fix it. Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted January 21, 2016 Share Posted January 21, 2016 There was a fix or was it fixed? I don't recall anything in any changelog mentioning this. Anyhow, cool to know this is going to get fixed someday! Quote Link to comment Share on other sites More sharing options...
RoundShades Posted January 22, 2016 Author Share Posted January 22, 2016 viewtopic.php?f=11&t=75951 ----------- Bug Fixes ----------- + Fixed EVA not giving 'Building Under Attack' messages when a building had under ~10% HEALTH + Fixed Proximity Mines not doing the right damage when placed in certain areas. + Fixed maps with Day/Night cycles being able to be picked repeatedly. + Fixed seeking missiles sometimes doubling back towards whoever shot them + Fixed vehicle weapons sometimes shooting in awkward angles when aiming at certain objects Quote Link to comment Share on other sites More sharing options...
XD_ERROR_XD Posted January 22, 2016 Share Posted January 22, 2016 Quote Link to comment Share on other sites More sharing options...
RoundShades Posted March 2, 2016 Author Share Posted March 2, 2016 Also adding to be helpful: 3rd person backfires are caused by projectiles colliding behind your character when 3rd person clips with a wall. This UDKForum thread discusses it as well as some solutions, ranging from custom raytrace, to scripting to ignore collision on the camera side of the player model, to forcing the start-location of projectiles in 3rd person to be the socket used for muzzle-flash. Note, they appear to be in reverse order of ease, so i'd try the last one first. https://forums.epicgames.com/threads/74 ... g-Accuracy Quote Link to comment Share on other sites More sharing options...
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