Page MenuHomeFeedback Tracker

Missile & Rocket Ammo Breaks When Using Submunitions
New, WishlistPublic


ShotDeploy & Submunition are broken for use with Rocket & Missile ammo types, even though they work just fine with Bullet & Shell ammo types.


Legacy ID
Steps To Reproduce
  1. Edit the config of (e.g.) the Titan-AT so that it's parent is ShotDeployBase
  2. Alternately, edit the Titan to use 'simulation = "shotDeploy"'
  3. (give it a submunition if you like)
  4. Try to fire the Titan: you can't as the player will not ready the weapon (it stays stuck to his back).
Additional Information
  • Same bug is there if you try to use Submunition in place of ShotDeploy.
  • Same bug is there if you do this with a Rocket ammo type.
  • If you modify the config with 'simulation = "shotMissile"' then the missile will fire normally but you get no submunition/shotdeploy effect.
  • Shotdeploy/submunition work fine with Bullet and Shell ammo types.

Event Timeline

Olds edited Steps To Reproduce. (Show Details)Feb 13 2014, 9:14 PM
Olds edited Additional Information. (Show Details)
Olds set Category to Modding.
Olds set Reproducibility to Always.
Olds set Severity to None.
Olds set Resolution to Open.
Olds set Legacy ID to 2623439215.May 7 2016, 5:57 PM

This still has not being rectified or explained.....and it is a real pain when you are trying to mod into the game realistic weapon systems like the Carl-Gustav.

This appears to be still present, and it seems to affect vehicles too.
I tried making a cluster bomb, as soon as i use ShotSubmunitions it's like both the weapon and the magazine were never added, the bombs don't even appear on pylons.
Then as soon as i switch back to regular bomb simulation everything goes back to normal, bombs appear on pylons, weapon can be selected by pressing F and bombs are dropped normally like any GBU/Mk82 (except for the obvious lack of submunitions being deployed).