So I'm not sure if this was ever posted along time ago or what, or if anyone else experiences the same problem. Those that normally play against me know I'm SS, now when I play I have to be careful getting the lastkill cause Ill error out if I get the last kill being SCOPED IN on my SS. My hawken shuts down and so does my stream on twitch..then takes a bit to restart back up. Is there a way to fix this and does anyone else have this problem?

The PowerShot Error
#1
Posted 05 February 2016 - 12:29 PM

#2
Posted 05 February 2016 - 12:40 PM

#3
Posted 05 February 2016 - 12:59 PM

I've tested this and it hasn't crashed once, so I'm not sure what it is related to.
#4
Posted 05 February 2016 - 01:08 PM

#5
Posted 05 February 2016 - 01:09 PM

try doing it when score is like 39-(w.e) and scope in getting last kill in a regular pun matchI've tested this and it hasn't crashed once, so I'm not sure what it is related to.
#6
Posted 05 February 2016 - 01:12 PM

#7
Posted 05 February 2016 - 01:49 PM

This actually happened to me in a bot match the other day, never had that issue before.
"but the dead horse has been beaten so many times it's practically a pulpy mess in the barn by now."
-M1lkshake
#8
Posted 05 February 2016 - 02:26 PM

if u do last kill on scope ur game will crash , its a bug .so dont do it again SantaRita :)
#9
Posted 05 February 2016 - 02:40 PM

I'm playing on EU servers and it happened on amsterdam aswell as frankfurt servers.
Just try to remember not to scope when score is around 39/xx.
Doesn't make much difference anyways. As long as it isn't like 39/39.
Treat them with honour, my Brothers.
Not because they will bring us victory this day,
but because their fate will one day be ours.
#10
Posted 05 February 2016 - 11:31 PM

It's happened to me once on Last Eco.
My guess is the client doesn't like it when you're scoped in after the match ends, which is likely due to some bug that conflicts with the kill cam.
Edited by Draigun, 05 February 2016 - 11:32 PM.
#11
Posted 06 February 2016 - 12:57 AM

does it apply on reaper too?
#12
Posted 06 February 2016 - 07:59 AM

does it apply on reaper too?
hasnt happened to me on reaper yet so not use, i use amsar reaper not slug
#13
Posted 06 February 2016 - 08:04 AM

I've experienced it a few times on Reaper, but that was a long time ago.
#14
Posted 08 February 2016 - 06:48 AM

my guess is upscoping spawns a kActor in some meters down range or at the target surface itself (it would make computing both barrels trajectory easy so SS can actualy focus at a single target and not only two and mabey end round spec cam is unable to assess the player state of a scoped player to descide if it should go killcam or not (idea came from fact end round cams sometimes are empty when players die after timesup
i would check the ss scope code and be sure it activates a valid player state or that the kActor belonging to the scope actualy has valid variables of player state
someone can do a sort of test by getting final kill with ss scoped whilst not only standing still but walking/jumping as either of these do change players state to walking/falling so im hoping it willl apply the states to the scope kactor aswell (my suspicion of invalid state is from bugs i had designing unreal maps before where player input initiated propper states and i had to learn to do it programaticaly cuz otherwise no volume was initialising the variables/states unless they physicaly walked through a volume
another idea, code hates talking to actors/players too far away so perhaps testing if level streaming and view distance has an effect, try final kill with crosshair directly center torso of an enemy very close, you know how close by seeing if both barrels make trails right on the torso and none miss
now repeat same test above if no crash yet only now target must be very far away, i mean very far so far if you unscope that view clipping obscures target
sorry for my lack of pretty with words but if your interested or need clarification on anything i said id like to help
Edited by MechFighter5e3bf9, 08 February 2016 - 07:13 AM.
#15
Posted 08 February 2016 - 01:10 PM

my guess is upscoping spawns a kActor in some meters down range or at the target surface itself (it would make computing both barrels trajectory easy so SS can actualy focus at a single target and not only two and mabey end round spec cam is unable to assess the player state of a scoped player to descide if it should go killcam or not (idea came from fact end round cams sometimes are empty when players die after timesup
i would check the ss scope code and be sure it activates a valid player state or that the kActor belonging to the scope actualy has valid variables of player state
someone can do a sort of test by getting final kill with ss scoped whilst not only standing still but walking/jumping as either of these do change players state to walking/falling so im hoping it willl apply the states to the scope kactor aswell (my suspicion of invalid state is from bugs i had designing unreal maps before where player input initiated propper states and i had to learn to do it programaticaly cuz otherwise no volume was initialising the variables/states unless they physicaly walked through a volume
another idea, code hates talking to actors/players too far away so perhaps testing if level streaming and view distance has an effect, try final kill with crosshair directly center torso of an enemy very close, you know how close by seeing if both barrels make trails right on the torso and none miss
now repeat same test above if no crash yet only now target must be very far away, i mean very far so far if you unscope that view clipping obscures target
sorry for my lack of pretty with words but if your interested or need clarification on anything i said id like to help
interesting statement, although im sure you know the aim that I have with the games you been in with me. both crosshair shots hit no matter what, even if they arent directly aligned. nonetheless though its just a bug. Since its not only me getting these errors im just concerned as of now because now its just more frequently as if..the bug itself got worse because idk if anyone ever reported it before. Dont know myself if a bug can get worse but yea..now its just a big problem and would cause fear in getting a Win or losing a spot in a match because if high mmr. cant just join games have to Que it up and then sometimes cant end up bak in same game. its a hassle..
- MechFighter5e3bf9 likes this
#16
Posted 08 February 2016 - 04:58 PM

hmm ill test that asap i was almost sure my arm frequently wastes a shot when i nudge too close to a wall
but i know they did alot of changes to the ss, im betting that they stripped out the tracefire per barrel using the remote kactor i mentioned to get barrels aimed right center, and kept the functionality to use client side only for the bullet visual
and a simple center tracefire is all thats needed to "replicate" the kactor/barrels routine to everyone else, that reduces net overhead by alot and also greatly improves accuracy (replication means distrobution) man1 shouts, man1 client told server he shouted, and server told everyone else man1 shouted, hence replication
Edited by MechFighter5e3bf9, 08 February 2016 - 05:06 PM.
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