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Jumpboots jumping sound

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mentalhunter
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Jumpboots jumping sound

Post by mentalhunter »

I've seen this on many servers in many versions not only 227. Sometimes when you've got a jumpboots-kinda item in your item pocket the jumpboots sound somehow keep son going like it's supossed to be ambient, it never stops until you activate the Jumpboots or if that most likely won't work detroy the boots.
Now, i am not sure if anyone posted this earlier or whether its fixed already, if not, can somebody explain me why this error accurs at all?

EDIT: i forgot to mention, it if you have more then 1 jumpboots item in you're pocket, the sound will mostly never stop until you killed at least 1 pair of them.
Last edited by mentalhunter on Sun Apr 25, 2010 12:48 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: Jumpboots jumping sound

Post by []KAOS[]Casey »

I don't remember this bug.. weird. I'll check it out later.
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Shivaxi
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Re: Jumpboots jumping sound

Post by Shivaxi »

um...the jumpboots auto drain...so it's not a bug. :P

And how can u have more then 1 pair of jboots in your inventory anyway?
Last edited by Shivaxi on Mon Apr 26, 2010 12:05 pm, edited 1 time in total.
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Leo T_C_K
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Re: Jumpboots jumping sound

Post by Leo T_C_K »

Yeah they auto drain, but the last bit doesn't have use, I mean it suggest you can use it four times, the four one shouldn!t be there, it weon't allow you to jump anyway due to low charge or 0 charge. In old unreal versions this was not present.
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Shivaxi
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Re: Jumpboots jumping sound

Post by Shivaxi »

I've always know it to be like this...i'll look it up in my 225 and 220 install and see if it does that or not.
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Leo T_C_K
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Re: Jumpboots jumping sound

Post by Leo T_C_K »

I've always know it to be like this...i'll look it up in my 225 and 220 install and see if it does that or not.
In 225 it is same, but in 220 and below, the jumpboots work properly.
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mentalhunter
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Re: Jumpboots jumping sound

Post by mentalhunter »

However even though it's not a bug as you both say, Shivaxi and Leo, it sure is annoying as hell if it never stops until you activate some kinda boots-related item. And i was not talking about JBoots Shivaxi, this happend at bob server this time, it wouldn't stop unless i activated the jumpboots, and if someone summoned other Boots for example on bob's server it was Dot's Pack3.HBoots, it would never stop playing the sound even not if you activated 1 of the boots. So in fact, you just have to kill the boots.. So even thought it does not always happen and it might not be a bug, but, if this would happen on you're server or in any server you like to play in almost day after day, you'd consider this a bug.. So is there a possibility the 227 developer team can adjust the code a bit of the jumpboots? If not, then it wouldn't be a disaster of any kind, but if you guys wanted/could it would be great.

Thanks in advance.
Last edited by mentalhunter on Wed Apr 28, 2010 6:47 am, edited 1 time in total.
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.:..:
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Re: Jumpboots jumping sound

Post by .:..: »

Timecharge is there to prevent people from cheating in SP campaign, so I say no for this edit.

Not to mention, even if we did fix the JumpBoots, the custom mods still rely on old code.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Shivaxi
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Re: Jumpboots jumping sound

Post by Shivaxi »

And it was on a server you said Mental...with custom jboots anyway...so you can't even know how those jboots were edited or anything...so you can't count that.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Jumpboots jumping sound

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Yeah they auto drain, but the last bit doesn't have use, I mean it suggest you can use it four times, the four one shouldn!t be there, it weon't allow you to jump anyway due to low charge or 0 charge. In old unreal versions this was not present.
I think the last charge is there so you don't hurt yourself when you fall down from a jump. :P
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Leo T_C_K
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Re: Jumpboots jumping sound

Post by Leo T_C_K »

As for jboots, it is more faultof the author, I made jumpboots once without that sound repeating, it is easy to remove within script.
So, just create subclass with that fixed i guess.
Last edited by Leo T_C_K on Tue May 18, 2010 3:16 pm, edited 1 time in total.
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