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jatobi (DayZ)

M136 Bug with DayZ

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This has been for at least 3 patches now.

Not entirely sure what is causing it, but at first I thought it was simply a screw up in the beta patches....until tonight.

I've been an ArmA player since OFP, OFP > ArmA > ArmA2...so I still do play ArmA2 without DayZ on occassion. I created a map for my guys to use to practice on, setting up targets and what not, so they could see bullet drop and what not in ArmA 2.

I put in a script that gave the ammo boxes "all weapons" so we could use whatever we wanted.

I'm not entirely sure which patch it was, I'll have to look it up and confirm, but it's been 3 patches now. Rocket launchers simply do not work with DayZ enabled.

When you pull one out, it keeps your main weapon in hand and shows you having the launcher, such as the M136, as the selected weapon (top right ammo) and gives you the crosshair for the launcher. You fire it, you hear the launcher go off, no round goes and no explosion, it's just a sound.

Like I said, I noticed it for a while now but never bothered to figure it out because well, we play DayZ mostly, didn't really need to bother with it....until tonight.

Found an M136 with 2 rockets.

Decide to test and see if maybe it will work....

Launch a rocket at the ATC and nothing, just the sound, just like in the editor.

So I got to thinking, is this the ArmA beta patch, or is it DayZ?

I go and disable the beta patch and DayZ altogether and launch the game: Launchers work.

I go into the game using the latest beta patch, but no DayZ: Launchers work.

Launch the game as normal, latest beta patch and DayZ: Launchers do not work.

So: DayZ = broken rocket launchers, all of them.

Not sure what's causing it, and if it's intentional. I highly doubt it is intentional because well, if it was, would we be getting M136 spawns?

Anyone can feel free to duplicate the bug. Launch the game running DayZ and go into the editor. Put down a player, and throw down a launchers box. After you put down a unit with Player selected (no non-playable or playable, PLAYER) you can then select "Empty" as the side option (BLUFOR, OPFOR, CIVILIAN, etc. EMPTY). Under Empty, you can select Ammo, and then select a side, such as US Army Launchers, and put it down.

With DayZ enabled, you will be unable to use the rocket launchers. They won't blow anything up and it's only sound.

With DayZ disabled, they work as intended.

TLDR: Please fix the code thats broken preventing rocket launchers from working properly...ie: Found an M136 and would like to blow someone up :D.

ETA: Will post a youtube showing the M136 in action against the ATC....which didn't work lol. Waiting on a huge 50gb video to finish uploading. Damn hour long videos >_<.

Edited by jatobi

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This has been for at least 3 patches now.

Not entirely sure what is causing it, but at first I thought it was simply a screw up in the beta patches....until tonight.

I've been an ArmA player since OFP, OFP > ArmA > ArmA2...so I still do play ArmA2 without DayZ on occassion. I created a map for my guys to use to practice on, setting up targets and what not, so they could see bullet drop and what not in ArmA 2.

I put in a script that gave the ammo boxes "all weapons" so we could use whatever we wanted.

I'm not entirely sure which patch it was, I'll have to look it up and confirm, but it's been 3 patches now. Rocket launchers simply do not work with DayZ enabled.

When you pull one out, it keeps your main weapon in hand and shows you having the launcher, such as the M136, as the selected weapon (top right ammo) and gives you the crosshair for the launcher. You fire it, you hear the launcher go off, no round goes and no explosion, it's just a sound.

Like I said, I noticed it for a while now but never bothered to figure it out because well, we play DayZ mostly, didn't really need to bother with it....until tonight.

Found an M136 with 2 rockets.

Decide to test and see if maybe it will work....

Launch a rocket at the ATC and nothing, just the sound, just like in the editor.

So I got to thinking, is this the ArmA beta patch, or is it DayZ?

I go and disable the beta patch and DayZ altogether and launch the game: Launchers work.

I go into the game using the latest beta patch, but no DayZ: Launchers work.

Launch the game as normal, latest beta patch and DayZ: Launchers do not work.

So: DayZ = broken rocket launchers, all of them.

Not sure what's causing it, and if it's intentional. I highly doubt it is intentional because well, if it was, would we be getting M136 spawns?

Anyone can feel free to duplicate the bug. Launch the game running DayZ and go into the editor. Put down a player, and throw down a launchers box. After you put down a unit with Player selected (no non-playable or playable, PLAYER) you can then select "Empty" as the side option (BLUFOR, OPFOR, CIVILIAN, etc. EMPTY). Under Empty, you can select Ammo, and then select a side, such as US Army Launchers, and put it down.

With DayZ enabled, you will be unable to use the rocket launchers. They won't blow anything up and it's only sound.

With DayZ disabled, they work as intended.

TLDR: Please fix the code thats broken preventing rocket launchers from working properly...ie: Found an M136 and would like to blow someone up :D.

ETA: Will post a youtube showing the M136 in action against the ATC....which didn't work lol. Waiting on a huge 50gb video to finish uploading. Damn hour long videos >_<.

Noticed this afew weeks ago. They don't work in DayZ for some reason.

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Noticed this afew weeks ago. They don't work in DayZ for some reason.

It isn't just DayZ, if you have the game launched with DayZ enabled, it effects ArmA gameplay as well.

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ya i was really stoked when i found a launcher, but now im a little dissapointed that i cant use it D:

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Combine this with spontaneously disappearing/desyncing backpacks and you can end up not having a backpack after trying out the broken rocket launcher. I know it's alpha, but this feels kind of like a pre-alpha since the most basic features of the game (inventory, weapons, hell, even walking on rocks) do not work as intended. Part of that is because of Arma II, which is why I think Rocket is so excited to move to standalone (hopefully on the new engine), but part of it is because there are so many new bugs cropping up with new features that the dev team can't really sink their teeth into these much more important issues.

Oh, and on a side note, the rocket launcher will draw zombie aggro (from the loud noise) despite not even using a round when firing. So I guess you could use it to troll in Cherno/Elektro if you didn't care about living.

Edited by Jivix

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