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needReload player allways returns 0 since 1.48
Closed, ResolvedPublic

Description

Hello there!

There is not much to say about this. "needReload player" will now always return 0, even if the current muzzle/magazine is not completely full. It used to work fine in 1.46.

Hope this helps.

Details

Legacy ID
4208091605
Severity
None
Resolution
No Bug
Reproducibility
Always
Category
Scripting

Event Timeline

Eichi set Category to Scripting.Jul 21 2015, 12:23 AM
Eichi set Reproducibility to Always.
Eichi set Severity to None.
Eichi set Resolution to No Bug.
Eichi set Legacy ID to 4208091605.May 8 2016, 12:24 PM
Eichi edited a custom field.

I'm not having this issue, works like normal for me.

Adam added a comment.Jul 21 2015, 9:26 AM

Are you running steam stable or DEV Version?

Eichi added a subscriber: Eichi.May 8 2016, 12:24 PM

It is 1.48 stable.

Steps to reproduce:

Get into editor. Grab a weapon and a magazine. Ensure weapon is loaded. Open debug window. Type "needReload player" and "needReload (vehicle player)" into the watch lines. Shoot a few rounds. Both of them show 0. Get into an armed vehicle and fire a few rounds. "needReload player" still shows 0. "needReload (vehicle player)" shows 0.x-1, working as intended.

Eichi added a comment.Jul 21 2015, 4:12 PM

Edit: It depends on the weapon. If the weapon has two muzzles (EGLM etc.), then it will not work. For weapons that have only one muzzle, it works.

Eichi added a comment.Aug 3 2015, 5:02 PM

To be more procise on that:

Equipment a weapon with ELGM attachment. Put in a magazine and make that your current muzzle (should be by default). needReload will return wrong value. Then equip a EGLM grenade. needReload is still wrong. Then reload your EGLM and voila - needReload is working as intended.

In other words: needReload does not regard the current muzzle. It will return 0 if ANY of the available muzzles need a reload.

Adam added a comment.Aug 4 2015, 8:50 AM

Equipment a weapon with ELGM attachment. Put in a magazine and make that your current muzzle (should be by default). needReload will return wrong value. Then equip a EGLM grenade. needReload is still wrong. Then reload your EGLM and voila - needReload is working as intended.

cant reproduce it using these steps. Need relaod always returns with the correct value.

Adam added a comment.Oct 7 2015, 1:45 PM

It actually is implemented to return 1 (max reload needed) if any of the muzzle has emptied magazine. In this particular lack of grenade in UGL causes needReload to return 1, whatever muzzle is selected. In the same way, it will return 0 (as no reload needed) if all muzzles are loaded.

But you can always request a feature that would affect specific muzzles ;)