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RUNNING WITH RIFLES Multiplayer

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PostPosted: Fri May 24, 2013 11:15 am 
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Joined: Tue May 08, 2012 9:57 pm
Posts: 159
When climbing a ladder with a sniper rifle equipped, the zoom is increased as if you were standing still.

Dying while holding the fire/trigger-button causes you to respawn with 'walking' enabled instead of 'running'. Gets very annoying to have to press an extra button almost every time you respawn.

If you are over-encumbered you can still run if you hug a wall.

The sandbags in front of the Castle in Vaal acts like a gigantic trampoline whenever you drive into them with a vehicle with some speed from the south. Works with trucks and APCs, jeeps simply get pushed away a few feet. Sometimes works at lower speeds too.

On a side note, I noticed the Dragunov is actually LESS accurate than some assault rifles (like the G36 and M16) while prone. This isn't very realistic for a sniper rifle.

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Last edited by Visionhunter on Fri May 24, 2013 5:02 pm, edited 1 time in total.

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PostPosted: Fri May 24, 2013 11:32 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Visionhunter wrote:
Dying while holding the trigger button causes you to respawn with 'walking' enabled instead of 'running'. Gets very annoying to have to press an extra button almost every time you respawn.


Doesn't seem to be related to trigger button (shoot, LMB, right?) here. I've seen the bug several times too, but don't know how to cause it. It could be related to patrolling AI (they walk) somehow, it seems more frequent when you spawn farther away from the main battle area somewhere where AI is defending (and patrolling).


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PostPosted: Fri May 24, 2013 10:22 pm 
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Joined: Tue Jun 28, 2011 11:07 pm
Posts: 35
pasik wrote:
Visionhunter wrote:
Dying while holding the trigger button causes you to respawn with 'walking' enabled instead of 'running'. Gets very annoying to have to press an extra button almost every time you respawn.


Doesn't seem to be related to trigger button (shoot, LMB, right?) here. I've seen the bug several times too, but don't know how to cause it. It could be related to patrolling AI (they walk) somehow, it seems more frequent when you spawn farther away from the main battle area somewhere where AI is defending (and patrolling).


This has really been bugging me for a while now. I'd like to find a way to reproduce this so it can be squashed.


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PostPosted: Fri May 24, 2013 10:27 pm 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
I've added a kind of input state reset for the point in code where the soldier control is given to a player and a potential AI brain is removed. If my assumption about the core issue is right, this should fix it for 0.89, but so far my guesswork is about as good as any.


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