Description
Description
Details
Details
- Severity
- None
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 10 x64
- Operating System Version
- 1.05
- Category
- Inventory
Steps To Reproduce
- Open inventory
- load gun
- jump until loading
than you can't do anything
Event Timeline
Comment Actions
edit : only with MLOCK-91 and loading -> chamber
And with other guns, jump until load mag, it can reload really fast
Comment Actions
https://www.youtube.com/watch?v=oRKB326-FnE vaulting also can do
and Mlock 91 too https://youtu.be/IhE4H357rr8
This comment was removed by rlagudwns26.
This comment was removed by rlagudwns26.
Comment Actions
I can confirm that this bug can be reproduced. When single-chambering (single loading) a bullet into Mlock, if I jump during the animation, the Mlock in my character's hand will be bugged. A bugged pistol cannot be removed from hand nor chambered again. Drop or throw will not work. Drag into inventory or ground won't work either. No magazine can be combined with it. It will not fire, even though one bullet seemed to be removed from inventory. And if there is a stack of ammo in inventory, its number will indicate as if one bullet was removed from the stack. The stack in the inventory couldn't be interacted with after the gun was bugged. Only logging out and joining back in the game can resolve the above issue.
Comment Actions
This also occurs:
- with other guns (tried it with the MK II and the FX-45)
- if you go prone during the reload animation
Not only is the gun bugged, but you can't interact with objects or open doors etc. either.
Comment Actions
as you know, glock 19 also can do.
is this will be fix later? or is this normal in game system?
glock have a really big problem when jump until reload glock mag or chamber... than character is bugged.
Comment Actions
What should happen or what do you expect for this? The character should be able to cancel any action starting to play another action.
Or do you want to add how the character loses attention over one of two actions:
- The cartridge should fall out of the rifle to the floor, since the character at the time of the jump did not properly fix the cartridge in the rifle
- The character secured the cartridge well in the rifle, but there was a lack of attention to the landing of the character and he broke his leg.
:)))
or other options?
I do not want to see how this was implemented in Arma3, when a person gets stuck in an animation and cannot cancel it until the previous action is completed.
Let's imagine what you need to do while jumping
https://youtu.be/tJe7960rQrg
https://youtu.be/clEKjQaRPqk