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Throwables shouldn't be equipable weapons
Reviewed, WishlistPublic

Description

When you have no weapons (i.e. no primary, secondary or launcher/laser designatior), when you reload a save, if you have any throwable items (i.e. frag grenades, chem lights, smoke grenades), they will appear in your weapon slot and more importantly, if you use the currentWeapon(unit) function, it will return the value of the throwable item.

When reloading a save, the throwables should not be equipped as weapons, but equipped as throwables.

Details

Legacy ID
2883844825
Severity
None
Resolution
Open
Reproducibility
Always
Category
Savegame/Loadgame
Steps To Reproduce

Place Unit with at least one weapon and at least one throwable in the editor
Run map
Drop all weapons (dont drop throwables)
Save game
Load aforementioned save
The throwable item will now be your current weapon

Additional Information

If this is an intended feature, it is annoying when trying to validate player has no weapon for stealth scripts. Perhaps adding a validator to check weapon is not a throwable script might remedy this problem if it is an intended feature.

Event Timeline

jshear95 edited Steps To Reproduce. (Show Details)Mar 31 2014, 5:11 AM
jshear95 edited Additional Information. (Show Details)
jshear95 set Category to Savegame/Loadgame.
jshear95 set Reproducibility to Always.
jshear95 set Severity to None.
jshear95 set Resolution to Open.
jshear95 set Legacy ID to 2883844825.May 7 2016, 6:18 PM

Probably both category Inventory and Savegame/Loadgame, but I'll opt for the latter in this case.