Ghost shells
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I'm sure other people have noticed this too.
I'm not sure it's possible to fix because to me it would seem like this is an engine limitation.
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Im not sure if its exactly a top priority since iirc, someone said that the /miss or hit/ result is determined the moment it leaves the gun barrel rather than upon impact, so it wouldnt really improve the accuracy
For small arm fire, that's true. But ballistic weapons can collide on a miss. If not you would never use attack ground.
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One of the weird parts of game programming is how many sounds can you play simultaneously? For hardware there is a physical limit. If you write your own library it can be as many as you want, but FPS will decrease with each added "voice".
So I wonder if other events are happening in the area that steal the voice/channel since they have a higher importance to play? So maybe the shot was a bounce or some other miss, so the game decided to not play it because a grenade was tossed near by?
Another possibility is the sound/animation no longer exists. Talking with SneakEye about Map objects he noted that a certain map object was set to a setting that was not defined or existed anymore. So maybe there is some weird bounce possibility that triggers sounds/animations that are not defined anymore?
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Does anyone know if the animation is required for the rest of the calculations to actually trigger (i.e. penetration, AoE etc)?
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I wonder if this has anything to do with animator and effect mismatches? I know that weapons will only play effects (sounds and flashes) that they're connected to. This theory would only be possible if a certain gun and target combination always produced the bug.
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Never personally seen it with handheld AT as far as I can remember.
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https://www.twitch.tv/videos/664242742?t=04h10m16s
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Handheld AT ghost shell happened in the last tourney
https://www.twitch.tv/videos/664242742?t=04h10m16s
Damn. I'd be mad.
Another possibility is the sound/animation no longer exists. Talking with SneakEye about Map objects he noted that a certain map object was set to a setting that was not defined or existed anymore. So maybe there is some weird bounce possibility that triggers sounds/animations that are not defined anymore?
Above clip also rules out that as a possibility I guess, since (I'm assuming) a bazooka literally can't bounce on the rear of a 222 if it hits.
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