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Xavious Vae Victus

Joined: 13 Jul 2003 Posts: 2250
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Posted: Wed Oct 20, 2004 10:16 pm Post subject: |
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whats the big deal anwyas...i wud have thoght youd be happy to get more ammo |
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}TCP{Wolf Site Admin

Joined: 19 Dec 2002 Posts: 4646
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Posted: Sun Oct 24, 2004 6:37 pm Post subject: |
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UTF-10 from alpha 4 build and upwards will have this bug fixed - but it's only possible to fix it for UTeamWeapons, not any custom guns mod-crazy admins may include in their servers. Nice catch though, Cheiz will be mentioned for finding it... _________________ -=]I AM GETTING TOO OLD FOR SUBTLETY[=- |
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}TCP{Cheiz }TCP{Member
Joined: 17 Aug 2003 Posts: 18
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Posted: Mon Oct 25, 2004 2:34 pm Post subject: |
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Cool! By the way, i made a little mistake:
}TCP{Cheiz wrote: |
That can be very mean when you throw it to someone which doesnt have asmd yet; he will get an asmd with 0 bullets and can not pickup a new one but only dead-body-asmds and ammo. |
Dead-body-asmds also arent useful becaue you get 0 ammo from them also.
After the fix, is it still possible to throw away (and pick up) 0 ammo guns? |
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Kobra -=SnAkEbOy=-

Joined: 05 Sep 2004 Age: 34 Posts: 2418
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Posted: Mon Oct 25, 2004 3:26 pm Post subject: |
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well..
i dont really understand what is the meaning of "dead-body-guns"
with 0 ammo...
always when i got my own gun and pick up a "dead-body-gun"
i get more ammo then i got before...
i never saw a bug like that before  |
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Taz For Custom Title Contact Admin

Joined: 24 Sep 2003 Posts: 2838
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Posted: Mon Oct 25, 2004 5:30 pm Post subject: |
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you haventh played much :O
Last edited by Taz on Mon Oct 25, 2004 6:20 pm; edited 1 time in total |
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}TCP{Wolf Site Admin

Joined: 19 Dec 2002 Posts: 4646
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Posted: Mon Oct 25, 2004 6:11 pm Post subject: |
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The original unfixed code works like this:
If you pick up a dropped gun, and you do not yet have this gun already, you get the gun you pick up and any ammo it has (which can be 0 if the player dropping dies right after firing his last shot or tosses the gun that moment).
If you pick up a dropped gun but you already HAVE the gun in your inventory, you get the default pickup amount of ammo added for that weapon class (which would be 20 ammo for asmds). That's what the code says in Weapon.uc::handlepickupquery(inventory Item). I even tested this on a FULL FLAK and I only got 10 ammo when picking it up, not 50 as it should have been.
The fix will always give you the correct amount of ammo on dropped guns now, but only if it is a UTeamWeapon (any standard Unreal Weapon). It is still possible to accidently or intentionally dropping guns with 0 ammo. This is after all not a bug, but a "feature". Remember my primary goal with UTF is patching and adding (mostly administrative) features, not changing original game-play behaviour. I might think of something optional some day... _________________ -=]I AM GETTING TOO OLD FOR SUBTLETY[=- |
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}TCP{Cheiz }TCP{Member
Joined: 17 Aug 2003 Posts: 18
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Posted: Mon Oct 25, 2004 11:08 pm Post subject: |
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}TCP{Wolf wrote: |
If you pick up a dropped gun but you already HAVE the gun in your inventory, you get the default pickup amount of ammo added for that weapon class (which would be 20 ammo for asmds). That's what the code says in Weapon.uc::handlepickupquery(inventory Item). I even tested this on a FULL FLAK and I only got 10 ammo when picking it up, not 50 as it should have been. |
This is not 100% true. You only get that "default pickup amount" if you first got a weapon at the place the weapon is placed in a map. Try this: Drop 2 asmd guns one with 5 one with 12 bullets. If you have no ASMD and then first get the 5 bullet you have 5 ammo, then get the 12 bullet and you'll have 10 ammo, not 17 and not 25.
The general rule is:
When you get a gun you already have, it adds the same amount of ammo as the amount of ammo in the gun you picked up first.
(not necessary first after you respawned, but when you didnt have the gun)
BTW with a dead-body-gun i mean a gun which remains on the ground when someone died, and also a gun which is thrown away.
Last edited by }TCP{Cheiz on Mon Oct 25, 2004 11:12 pm; edited 1 time in total |
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Kobra -=SnAkEbOy=-

Joined: 05 Sep 2004 Age: 34 Posts: 2418
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Posted: Mon Oct 25, 2004 11:11 pm Post subject: |
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confusing ... |
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}TCP{Wolf Site Admin

Joined: 19 Dec 2002 Posts: 4646
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Posted: Tue Oct 26, 2004 11:47 am Post subject: |
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Yea especially since that's not what the code says. There may be version differences or even differences between visible source and compiled. Just like the shieldbelt where the textbuffers are wrong too lol...
Anyway I'm still working this one out and in the end it will just give you the correct amount of ammo no matter what  _________________ -=]I AM GETTING TOO OLD FOR SUBTLETY[=- |
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Taz For Custom Title Contact Admin

Joined: 24 Sep 2003 Posts: 2838
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Posted: Tue Oct 26, 2004 2:19 pm Post subject: |
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we'll see |
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}TCP{Ramses }TCP{Member
Joined: 02 Feb 2003 Posts: 3733
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Posted: Tue Oct 26, 2004 2:35 pm Post subject: |
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Have some faith Taz  |
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Xavious Vae Victus

Joined: 13 Jul 2003 Posts: 2250
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Posted: Tue Oct 26, 2004 6:27 pm Post subject: |
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yes have faith in the wolf...sure he'll manage it...just so long as all his time isnt taken up by all our qustions... |
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