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- User Since
- Mar 9 2013, 8:15 AM (608 w, 6 d)
Sep 12 2024
Reposting from discord:
Jul 23 2024
That explains the variability in sync time then... Any chance it can get it like animateSource does, or suggestions to force a sync? (I guess remoteExecing it)
Jul 21 2024
This seems to be related to the magazine being deleted when fired - if the magazine is modified to be deleteIfEmpty = 0; the effect plays
Jun 12 2024
May 16 2024
May 8 2024
Works for me
May 6 2024
Apr 11 2024
I thought it was in the original post but after re-reading it I seemed to have missed it.
Mar 27 2024
Sep 18 2023
Sep 8 2023
No the way it works is:
class sgun_HunterShotgun_01_sawedoff_F: sgun_HunterShotgun_01_sawedoff_base_F { submunitionConeCoef = -0.5; };
Jun 27 2023
Unfortunately no luck.
Sorry missed the notification on this one - will give it a shot and report back
Jun 13 2023
To explain what we're doing and why the error is happening:
Feb 23 2023
Sep 26 2022
May 24 2022
Jan 27 2022
I did some further investigating into this issue and i've confirmed the real issue is the 'wheel' animation source is whats broken and nothing to do with UVAnimations. Similarly I've found a better vanilla vehicle with the issue.
Oct 16 2020
Did more investigation into it, it's not working as expected in 1.98 aswell - it just appeared to work. In v1.98 assignedTarget only works when the gunner has vision on the target(ie. if the gunner is in a tank turret, it will only update assignedTarget when the turret has turned to face the target) otherwise it remains objNull. Don't think it's weirdness is related to 2.00 so either it got broke earlier or it's always been this way
Oct 15 2020
with the release of 2.00 assignedTarget seems completely broken and getAttackTarget only seems reliable when the AI is actively engaging.
CommandTarget etc will work with assignedTarget but if an AI leader is assigning targets, it never displays them. The previous release has no such issue
Jun 10 2020
Other engine sources Ive tried is door and Reload, I'm pretty sure it's just wheel that's having the issue but I'm not 100% what sources are supported in the config
Jun 9 2020
That's what I did, I used the user animSource instead of 'wheel'.
I tried both setting the user animation from where the vehicle was local and remote and both worked.
I just tried it with a user animationSource and the UV animation (and the physical wheels) works fine
Will confirm that for you, but I'm pretty positive the issue lies with config defined animationsources using 'wheel' as the animationSourcePhase wasn't changing on the remote vehicle
Jun 8 2020
The chain i'm referring to is the one on the Kart's engine, connected to the back right-hand wheel
May 29 2020
May 10 2020
Here's a video where you can see the issue in a modded vehicle (the vehicle is remote) https://www.youtube.com/watch?v=2gHNuJICGa0
May 10 2016
I too can say I was having this issue and it was resolved using the maxmem parameter
This continues to be an issue in 1.50
Sorry for not replying sooner, i can confirm this issue exists in 1.40 stable still.
Haven't tested in dev 1.41 will try that soon
Does this when a medic is using their medkit on someone too