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Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
Ran across this one the other day in ROExplosiveWeapon.uc :
if ( ThrowingBattleChatterIndex != -1 && !Instigator.bIsCrouched && !ROPawn(Instigator).IsInCover() && ROPawn(Instigator).IsMovingJogSpeed(true) )
{
ROGameInfo(WorldInfo.Game).HandleBattleChatterEvent(Instigator...
Simple bug report here: spawned projectiles cause no suppression events along their flight path, only around impact points. Proximity suppression only functions for instant hit trace shots.
The P38 and TT33 have a MaxAmmoCount value equal to their magazine capacity, which prevents their bPlusOneLoading behavior from functioning correctly.
The values should be incremented by 1
Antilag
---------
A white-listed network hit detection mutator for Red Orchestra 2
http://www.reprehensible.net/~mekh/Antilag.zip
This mutator changes the networking design in RO2 to use client-side hit detection. Shots made with it no longer need to be adjusted for latency. In most ways, the...
Antilag
---------
A white-listed network hit detection mutator for Red Orchestra 2
http://www.reprehensible.net/~mekh/Antilag.zip
This mutator changes the networking design in RO2 to use client-side hit detection. Shots made with it no longer need to be adjusted for latency. In most ways, the...
Antilag BETA 2
-------------------
A network hit detection mutator for Red Orchestra 2
http://www.reprehensible.net/~mekh/AntilagBETA2.zip
This mutator changes the networking design in RO2 to use client-side hit detection. Shots made with it no longer need to be adjusted for latency. In most...
The networking model in RO2, or more specifically, its lack of latency compensation, has been a common topic on these forums. Every time it comes up, there's always several people who say they don't notice any problem. If you don't know what to look for, that's fairly understandable. In a...
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