https://www.youtube.com/watch?v=mld1...ature=youtu.be
This is just too mysterious...

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https://www.youtube.com/watch?v=mld1...ature=youtu.be
This is just too mysterious...
I explained myself in the video so
forgot to mention that dangerboy's demo is crashing (like everyone) so we cant check it from there... It's confusing us a lot and i just cant explain it.
This was most likely the product of a sniper hit.
LCWeapons allows you to hit the nuke without using the 'ZP' thing if the nuke has just spawned on the server, but not on the client.
It was implemented as a way to shoot down nukes being fired at very short ranges because obviously that would be impossible to do if 'ZP' was the only thing allowed to damage the nuke.
So, Monk likely shot Danger in that split second before he could see the nuke on his client and instead hit the nuke.
PD: I can play every demo. (XC_Engine master race)
Yeah most likely a sniper hit. Had some nukekills like that before aswell. Doubt it was intentional.
But from where? I just cant spot him.... even dangerboy didn't see him.
sick
i remeber this shot, i was with monk in mid at the time. we saw jetpack fly over head and we started sniper shooting him down and i guess monk was shot perfect at his chest where the nuke fires from and gets it. i ejactulated wen dat happin
where are demossssssssssssssssssssssssssssssssssssssssssssss sssssssssssssssssssssssssssssss the ppl want demossssss
I was in mid, shooting him with sniper. My demo gets this with Engine demo driver and wont play at all with my version of udemo. I have a bunch of other UTs for viewing demos but there's so many siege files that I'd need to work out to copy that I didn't bother. It's exactly as described in the stream though, I was aiming at dangerboy and missed. Can see why it looks suspicious though :p
Feel free to try: https://www.sendspace.com/file/r6497n
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Critical Error
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General protection fault!
History: ULevel::SpawnActor <- (zp_ShellCase) <- InitialClientActor <- UActorChannel::ReceivedBunch <- (Actor None) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UDemoRecDriver::TickDispatch <- UpdatePreDemoRec <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
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OK
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