Motor Howitzer does not fire by itself
19 Jan 2017, 19:45 PM
#1
Posts: 721
It has to be pointed. No hold fire has been toggled or anything.
20 Jan 2017, 00:31 AM
#2
4
Posts: 4301 | Subs: 2
Heavy Mortar Carriage of United States Forces?
I have noticed it does not shoot behind shot blockers which is weird because it should and when directed to, it can unless the blocker is the forest-tree-collection-asset.
I have noticed it does not shoot behind shot blockers which is weird because it should and when directed to, it can unless the blocker is the forest-tree-collection-asset.
20 Jan 2017, 00:49 AM
#3
Posts: 2636 | Subs: 17
If you decrew the M8 Motor Howitzer while hold-fire is on, and then you recrew it, auto-attack becomes permanently inactive.
This has been fixed in WBP, I don't remember which version.
This has been fixed in WBP, I don't remember which version.
20 Jan 2017, 08:12 AM
#4
Posts: 13495 | Subs: 1
I noticed a similar behavior from WBP the Stug -E. I had Stug-E with some word objects in front of it that would not fire on T34 while the T34 would fire on it.
20 Jan 2017, 12:29 PM
#5
Posts: 2636 | Subs: 17
We've changed the collision properties for the Stug-E shell so that people can't fire through hedges with it. That way, people won't be able to base-rape their opponents in langreskaya/crossroads/etc. That is to say, Stug-E shell now has the same collision properties as the brummbar. This might have an effect on the artillery calculation (i.e., if there's no feasible path, the Stug-E won't fire).
In contrast, I think that all other medium tanks have different collision properties.
Next time this happens, can you take a screenshot for me, showing the Stug-E's position, and the obstacles in front off it?
In contrast, I think that all other medium tanks have different collision properties.
Next time this happens, can you take a screenshot for me, showing the Stug-E's position, and the obstacles in front off it?
20 Jan 2017, 14:23 PM
#6
Posts: 2742
Ah the StuG E: the Not-StuH.
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