horrible bug with mp5

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monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

so i had 2. I dunno where i got the 2nd cuz it was only me & K playing, and he hadn't died, so i'm not sure where i got it.

anyway, one was Inf +4 the other was freezing +4. i dropped the freezing, and EVERY weapon was dropped. i was left with shield gun, trans, and my underwear.

i tried to pick it (and the other weaps i dropped) back up. they were un-gettable. at the end of the wave i went back to weap spawns (deemer to be precise) and would hear the pickup sound and it'd go away, but it wouldn't be in my weap load.

I've not been all that fond of the Bernoulli weapons anyway... i'm one of the few ppl that actually LIKES the bio.
DW_ToxicWaste
Site Admin
Posts: 1060
Joined: Tue Dec 27, 2005 12:00 am

Well I love the Zencoder Weapons, but now that I think of it, I wonder if the "can't switch weapons" bug occurs because of these.

It happened to me three times last night. About half the time I ghosted, I came back to find I could cycle through the names of weapons, but was stuck with only one actually firing. But I cannot remember if I always had a zen weapon in my hand when it happened or not.

Rich (TW)
Bean
1337 Haxor
Posts: 252
Joined: Fri Jul 07, 2006 11:00 pm
Location: Po-dunk Idaho

I've also had problems with the mp5. My main issue is when I throw it, occasionally I lose ALL my weapons. Other people have had the same issue as me too. Weird stuff.
"Sometimes I think the surest sign that intelligent life exists elsewhere in the universe is that none of it has tried to contact us." -- Bill Waterson in Calvin & Hobbes
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Well... I don't know what could be causing that. If it's anything to do with the ZenCoder stuff (and not RPG stuff) it's almost certainly the weapon-replacement mutator, which I haven't changed except for name/description/version listed. I'll take a look at it today and incorporate any fixes I can into the next version (Beta2)-- Hopefully this is the last time I need to touch these weapons... Heh.

Edit:

I'm a pretty big fan of the BioRifle myself, Monsto, but I'd rather have the Shotgun in the basic weapons loadout -- I've got a BioRifle I've been working on that I plan to incorporate into some maps, but it's kind of a situational weapon anyway so I don't mind making people pick it up if they want it.
Last edited by DW_WailofSuicide on Fri Jan 05, 2007 3:13 pm, edited 1 time in total.
Zax_Gentoo_Box
1337 Haxor
Posts: 497
Joined: Sun Jun 18, 2006 11:00 pm
Location: Caves of ice, Xanadu

Easy solution: Don't throw your MP5. Though that does leave Toxic's problem. This reminds me of another server (A.S.S.) where the only guns that were working was the AVRiL and rocket launcher.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

"doc it hurts when i do this"
"don't do that"

"hey my car goes boom when i turn left"
"don't turn left"

doesn't quite work that way... i like dropping weapons that i know i'm not gonna use to get them outta my rotation. like a lot of ppl apparently.
DW_Nutcracker
DW Clan Member
Posts: 165
Joined: Wed Oct 04, 2006 11:00 pm
Location: The Moon (Wish you were here!)

Zax_Gentoo_Box wrote:Easy solution: Don't throw your MP5.
No.....

This has happened to me as well. As a weapons monster I spawned and wanted to toss my regular mp5 I always spawn with to obtain the inf mp5 I died with last wave. I have denial so I have to toss 1 to get the one behind it. Anyways I tossed it and all my wepons magically disappeared. I couldn't pick anything up that was thrown to me by another player or at weapon lockers/pick ups on the map
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

So...

I spent some time today writing up a new mutator for the MP5 that replaces all the AssaultRifle & associated classes on a map and removes the AssaultRifle on players and puts the MP5 in its place.

Now -- I have no idea whether a new mutator here is going to resolve the weapon-disappearance issue. I mentioned the problem to some more knowledgeable scripting guys and they indicated that this is caused by a break in the inventory chain. Now, from the conditions that I've heard described here about how this issue was triggered(Nutcracker with denial and Toxic with ghosting) I'm guessing that this is ultimately an issue of interaction between RPG abilities that allow you to keep your weapons (e.g. Denial and Ghost) and the fact that the MP5 mutator is deleting the Assault Rifle and replacing it with an MP5.

Again -- I have no idea whether what I did today, mutator-wise, will resolve the issue. I am kind of skeptical. One option that I am pretty confident WILL work is if I change the mutator to stop removing the Assault Rifle from player inventories and merely add the MP5 to the player inventory. I'll change it to do the latter if people want me to, but I don't want to do that unless people request it.
monsTo
1337 Haxor
Posts: 169
Joined: Tue Jan 02, 2007 12:00 am

it would appear that the AR should be replaced ... overwritten rather than removed maybe?
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

monsTo wrote:it would appear that the AR should be replaced ... overwritten rather than removed maybe?
"Overwritten" is essentially what the current mutator does. It's also what the new mutator I cobbled together does, but the latter has a lot less extraneous material that might be possibly screwing up the original mutator.

Choices are:
Remove AR / Add MP5
or
Do not remove AR / Add MP5
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