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Submunition of `shotShell` is duplicated
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Description

In SOG:PF we use submunition to prevent smoke grenades from bouncing, this seems to duplicate the deployed shotSmokeX submunition by player count:

  1. Spawn Grenadier unit
  2. Add vn_40mm_m715_smoke_g_mag
  3. Shot the smoke, it uses vn_40mm_m715_smoke_g_ammo
  4. count allMissionObjects "vn_40mm_m715_smoke_g_sub_ammo" return the amount of the connected clients

Details

Severity
Major
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10 x64
Category
General

Event Timeline

h- added a subscriber: h-.Nov 11 2023, 12:05 PM
dedmen added a subscriber: dedmen.Dec 7 2023, 6:32 PM

Does it actually spawn multiple smoke effects then? visible for all players?

dedmen set Ref Ticket to AIII-56136.Dec 7 2023, 6:33 PM

Does it actually spawn multiple smoke effects then? visible for all players?

yes, with ACE loaded I was able to pick every one of the smokes and throw them in different directions and every produced smoke.

This also happens in RHS, when you fire HEDP grenade ammo rhsusf_40mm_HEDP (shotShell), it has submunitionAmmo = "rhs_ammo_40mmHEDP_penetrator"; (shotBullet) which is also duplicated. It does damage only on one client but effects are multiplied by number of clients (lots of craters and thick smoke deleting all smokes from the scene due to hitting cloudlets limit).

So both shotShell -> shotSmokeX and shotShell -> shotBullet submunition creation produces multiplier projectiles.

TRAGER added a subscriber: TRAGER.Mar 12 2024, 9:48 PM