When equipping a smoke grenade to a field vest it will automatically set off. I tried with only these, not flash bangs or grenades. If you have an empty slot on your vest and pick up a smoke grenade it will automatically set off on the player’s vest. *UPDATE:** Hand grenades and flashbangs are having the same issue. When equipped to the grenade slot on any vest (Plate carrier, tactical vest, etc) the grenade detonates as if the player had unpinned it. This occurs both when picking them up off the ground and transferring between Inventories.
Description
Details
- Severity
- Major
- Resolution
- Open
- Reproducibility
- Always
- Operating System
- Windows 7
- Category
- Inventory
Have an empty slot on the Field Vest (others not tested yet) and equip a unlit smoke grenade to your vest and it will automatically ignite when equipped.
Related Objects
- Duplicates Merged Here
- T164986: 40mm smoke grenade went off when I attached it to vest
Event Timeline
Yes, this happened to me just now and killed me. I had a field vest on with a flashbang and a hand grenade. Found an assault vest and swapped, then moved the grenades over from the field vest. First flashbang, then the hand grenade. Immediately after the flashbang went off - and while everything was white and ringing BOOM you are dead from the hand grenade.
(Also when I respawned the ringing from the flash bang was still active on the new life and would not dissipate, I had to relog.)
1.18 Experimental to be clear - on a clean, new 1.18 database. Nothing inherited from previous builds.
had or still have? I Target allows you to set up a new script were you can disable this false positiv input for the rudder pedal axis in the TWCS. But thats just a work around and does not really solve the issue. I would have to keep it running at all times and remap hundreds of keybindings over various games and individual vehicles etc. And no idea what folks with Saited or different hardware are supposed to do!