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Grenades are not selectable on respawn
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"I 've made a simple MP mission and I 've spotted a strange thing after respawning as a team leader, engineer or explosive specialist - they still have grenades in their inventory but there is no possibility to throw them. I also found out that when I drop a grenade from the inventory on the ground and take it back I can now throw them as usual. Anyone else have this bug?..."
addIcted is the original Author of the above

I can confirm that the Squad Leader, Marksman, Auto rifleman, Medic and Rifleman are NOT affected. They can throw grenades after respawn as usual {F19163}


Legacy ID
Steps To Reproduce

Create an MP mission with BASE respawning and a Squad with Teamleader, engineer, explosive specialist and rifleman and rest of specialties
Make sure they all have grenades in their inventory, start the mission, RESPAWN and try to throw a grenade. Open Inventory and observe that they do exist.
Notice that only the TeamLeader, engineer and explosive specialist CANNOT throw a grenade although they have them in their inventory.

This has been happening for quite a few alpha revisions now.

Event Timeline

KDN edited Steps To Reproduce. (Show Details)Apr 26 2013, 6:48 PM
KDN edited Additional Information. (Show Details)
KDN set Category to Inventory.
KDN set Reproducibility to Always.
KDN set Severity to Minor.
KDN set Resolution to Fixed.
KDN set Legacy ID to 4144231688.May 7 2016, 1:52 PM
Bohemia added a subscriber: KDN.Apr 26 2013, 6:48 PM

This issue was processed by our team and will be looked into. We thank you for your feedback.

Please keep the issue monitored to see when it is fixed.

Zeloran added a subscriber: Zeloran.May 7 2016, 1:52 PM

Unable to reproduce.

Can you, please, verify, that it is still happening?

If yes, I would appreciate if you attached the mission you were running.

Maybe Throw (and Put) missing in respawnWeapons[] definition for some classes?

KDN added a comment.May 28 2013, 4:14 PM

I just rechecked and ONLY the TEAM LEADER still has this problem. I am attaching a simple mission with base respawn for reproduction of issue.
I can reproduce the problem in this mission but please let me know if you need anything else.
Thanks for looking into it.

PS: I have only checked the Blue side at this point.

Raco added a subscriber: Raco.May 7 2016, 1:52 PM
Raco added a comment.May 28 2013, 6:52 PM

this also happens with custom loadouts regaurdless of class, same thing happens with chem lights too, and i've noticed flares dont seem to work at all even after dropping and picking back up

A2/OA had the bug of losing the Throw weapon when dropping grenade type items.
Sounds like the same still true for A3.

However this may be a second bug unrelated to the class specific problem.


Thank you for your report. Bug was reported and will be solved as soon as possible.

KDN added a comment.Aug 8 2013, 7:54 PM

As of version 0.75.108659, the Blue Grenadier has this problem all of sudden

Reopening due to feedback

this was hapening to me all day yesterday on the current stable version. My mission uses the new respawn templates and after i respawn i have grenades but cant throw them. there is lines of interest in the .rpt file

have Karel take a look at this issue. I'm pretty sure he can reproduce the issue and fix it within an hour max

oukej added a comment.Aug 14 2013, 2:22 PM

Soldiers' awareness of their own pockets was improved on the engine side ;) Should be more reliable now.
In the attached mission all the classes have their grenades ready after the respawn. It should be reliable globally.

It should appear in the next version of dev build .exe.

KDN added a comment.Aug 18 2013, 2:05 AM

The issue does not seem be fixed in Dev version 0.77.109067.
I am not sure if it is suppose to be fixed in this version yet, though. Just reporting.

It looks that the Grenadier, Autorifleman and TeamLeader ONLY have this problem, at least on the Blue force side.
It is only related to their class. Changing gear and weapons before dying does NOT fix their problem after their respawn.

Right. I am sorry about the misinformation. I will try to investigate where in the process the maverick got lost ;)

Afaik it was fixed some time ago. I can't reproduce the issue anymore. Please, can you confirm?

KDN added a comment.Jan 13 2014, 5:52 PM

Yep, it is resolved for the standard outfitted units.
On occasion, refitting a unit with a custom load out from third party scripting this problem still shows up but THAT is NOT your problem. :)
Thank you.