Bugged zoom OlRifle in MonsterHunt
Posted: Sun Apr 11, 2021 5:51 am
If you use MonsterHunt.OlRifle on dedicated server then you can cancel zoom by release AltFire button only for very short time.
After that you release AltFire button does not matter. Zoom will still increase to end.
This happen because of call PlayAltFiring(); in code:
So when some (dumb and useless) animation over, something happen (possible call AnimatinEnd which produce call of idle animation play, and so on) and Tick on client side not called.
On server side it called and weapon forced by server to state 'Idle', where you can not stop increase zoom, so it goes to maximum.
Unfortunately this things complete clients sided, so can not be fixed by conformed MonsterHunt.u on server.
As possible fix it can be mutator which replace weapon to subclassed one, where PlayAltFiring() does nothing.
Anyway if from server conformed MonsterHunt.u not fix problem, on client it solve problem: Feel free use it for ride of this annoying bug.
Based on my rebuild MH: viewtopic.php?p=121603#p121603
After that you release AltFire button does not matter. Zoom will still increase to end.
This happen because of call PlayAltFiring(); in code:
Code: Select all
simulated function bool ClientAltFire (float Value)
{
PlayAltFiring();
GotoState('Zooming');
return True;
}
Code: Select all
state Zooming
{
simulated function Tick (float DeltaTime)
{
if ( Pawn(Owner).bAltFire == 0 )
{
if ( (PlayerPawn(Owner) != None) && PlayerPawn(Owner).Player.IsA('Viewport') )
{
PlayerPawn(Owner).StopZoom();
}
SetTimer(0.0,False);
GotoState('Idle');
}
}
Unfortunately this things complete clients sided, so can not be fixed by conformed MonsterHunt.u on server.
As possible fix it can be mutator which replace weapon to subclassed one, where PlayAltFiring() does nothing.
Anyway if from server conformed MonsterHunt.u not fix problem, on client it solve problem: Feel free use it for ride of this annoying bug.
Based on my rebuild MH: viewtopic.php?p=121603#p121603