on the goldrush map i was standing on the back of the truck right up against theback of the cab, i tried to place the pack on the roof of the truck and it disapeared, the display on the detonator had the needle in the red so i could not detonate it, which left me satchel chargeless untill i died
⦠is it appeared to mystically appear in the mystical spooky scary void thing surrounding all quake3 maps in a kinda spooky and mystical way (ok iāll stop saying mystical and spooky now) and fell forever, thats just a guess though, any chance of this happening in the mystical (sorry) new patch that is being made but no one wants to talk about
satchel charge bug
Yeah, the moving vehicles seem to have problems holding dynamite also, on railgun I tried to put dynamite in the train but it just slipped away when I threw it downā¦
There really should be a command to undo your last satchel so you can plant a new one if you are to far away.
I find myself forgeting to blow one at the beginning of a map, then doing good and not being killed, and having to later make a long run to the beginning of the map to blow the satchel.
Not fun.
Hehe, or being able to plant more. 
Iām kidding, this would make it far to easy to destroy the tank and would make a perfect āspawnkillingā scenario where you plant satchel charges all around their spawn.
thereās another bug in that if you drop a satchel on top of the battery ramp as itās being built, when the ramp gets finished your satchel gets āeatenā. pretty annoying.
I think thatās OK. The few Allies who actually understands that there is an objective (other than sitting in a corner and firing mortars at 90 degrees) needs a chance. Itās pretty hard to dynamite the Gun Controls if you are only 2 or 3 engineers on a team. (Thinking at least a 22 player server)
The key is not always to get a suit. I think itās more fun to push your way in from the Forward bunker.
Well since its in the process of being built you shouldnāt be able to put the satchel on the ramp anywayā¦so if a bug or not⦠i like it. Try waiting until its built⦠problem solved.
Now the satchel or dyno disappeaaring in the train, truck, and other moving stuff is a problem.
Well since its in the process of being built you shouldnāt be able to put the satchel on the ramp anywayā¦so if a bug or not⦠i like it. Try waiting until its built⦠problem solved.
Now the satchel or dyno disappeaaring in the train, truck, and other moving stuff is a problem.[/quote]
True⦠BUT:
If you plant dynamite on the half-constructed bridge ( fuel dump map ), and it blows, then the bridge is not back to square 1. However, if they build the second half of the bridge while your dynamite is ticking down, it dissapears.
Now that, is annoying ( Iāve had a dyna dissapear on me after about 20secs of ticking down
).
I think that is there to keep you from planting the dyno āearlyā on a constructable. By this time in the campaign you probably have some L3 engies on the axis side. Add in the bonus of having a working CP and the engineer could plant a steady stream of dynomite ready to blow any construction that the allied team would have no hope of defusing. Not only that, the tank will not cross the bridge if dynomite has been planted, so the axis could keep the allies pinned indefinately. So even if it is a bug I think it gives the allies a slight benefit on a map they have a hard time winning anyway.
For the most part, its not worth blowing the first stage of the bridge of the allies still have a signifigant presence on the other side. Field Ops arty does a good job of keeping the tank busted, so even if they do finish the second part you have time to lay your dyno before the tank starts moving again.
As for the satchel, it would be nice to have some way to get it back. Maybe if it spends 60 seconds outside detonation range of the covert ops it turns off and vanishes. This would solve the problem of it falling through the level geometry.
RK
Alt fire should bring you back to the stachel, and IF you drop a new one, the old one goes away.
Just hitting alt fire to destroy old one could happen accidently far to often.
Well since its in the process of being built you shouldnāt be able to put the satchel on the ramp anywayā¦so if a bug or not⦠i like it. Try waiting until its built⦠problem solved.
Now the satchel or dyno disappeaaring in the train, truck, and other moving stuff is a problem.[/quote]
True⦠BUT:
If you plant dynamite on the half-constructed bridge ( fuel dump map ), and it blows, then the bridge is not back to square 1. However, if they build the second half of the bridge while your dynamite is ticking down, it dissapears.
Now that, is annoying ( Iāve had a dyna dissapear on me after about 20secs of ticking down
).[/quote]
I dunnoā¦i like that also. Any construction shouldnāt be able to have satchels or dyno put on it before its built completely. Should have to stop the engs from building it and only after they build it you can blow it while holding the tank back from advancing. Makes it a bit harder for axis and less ridiculous for allies. Even planting under the bridge shouldnāt work until the bridge or whatever is fully constructed. Anywhere within the dynamitable area. Its hard enough to get off the beach without a satchel waiting on top of the ramp to blow it the second its built.
State based entities, or whatever the SD devs want to call it - the entity exists as waiting to be built, so it has a little ābox of waiting to be built suppliesā instead of exisitng as built. When it is built, the box of goodies disappears. When it gets busted, the box of goodies appears again. For it to āappearā, you canāt let players or other entities to get jammed up in āitās spaceā, so they get telefragged, in a manner of speaking āSo and so was crushed under So and Soās constructionā, and so goes your dynamite, satchelcharge, and any players standing in the area that will be taken by the arriving entity.
State based, controlled by scripts. Iām not sure how they could do it any other way without pissing someone else off.