Call of Duty: Black Ops III

Call of Duty: Black Ops III

FIVE NIGHTS AT FREDDY'S 2
 This topic has been pinned, so it's probably important
Deadshot.mp4  [developer] Feb 11, 2022 @ 5:43am
Bugs & Issues
Report all the bugs, issues, or other related concerns here! I'll try my best to address them ASAP and work them into a patch update.
< >
Showing 1-15 of 25 comments
DarkLegion117 Feb 11, 2022 @ 7:48am 
I don't know exactly why but I can't reload the M1, only when I empty the clip I can reload. Haven't tried the pap version yet. Is that intentional?
Deadshot.mp4  [developer] Feb 11, 2022 @ 7:58am 
The M1 in Infinite Warfare does not allow partial reload, similar to that of the MX Grand in BO3. It was kept intentionally since it's a notable feature of the gun
DarkLegion117 Feb 11, 2022 @ 8:06am 
Okay cool, I'm just getting into BO3 custom zombies and I didn't know that was how the M1 works.
UnD3ad_Husk Feb 12, 2022 @ 9:01pm 
when revived with quick revive and previously had 3 weapons prior to going down, you will keep only one weapon, when you are normally supposed to keep only 2 of them and lose the mule kick gun.
UnD3ad_Husk Feb 12, 2022 @ 9:02pm 
Originally posted by dav3ynakey:
when revived with quick revive and previously had 3 weapons prior to going down, you will keep only one weapon, when you are normally supposed to keep only 2 of them and lose the mule kick gun.
in solo I mean
Deadshot.mp4  [developer] Feb 12, 2022 @ 9:05pm 
Originally posted by dav3ynakey:
Originally posted by dav3ynakey:
when revived with quick revive and previously had 3 weapons prior to going down, you will keep only one weapon, when you are normally supposed to keep only 2 of them and lose the mule kick gun.
in solo I mean
This is currently being looked into. Did you by chance have the packed spawn pistol?
ShockedApple2005 Feb 13, 2022 @ 8:59pm 
Originally posted by dav3ynakey:
when revived with quick revive and previously had 3 weapons prior to going down, you will keep only one weapon, when you are normally supposed to keep only 2 of them and lose the mule kick gun.
I've had this exact problem as well. I think it has to do with the fact I had the packed starter pistol, but I'm not too sure
Deadshot.mp4  [developer] Feb 14, 2022 @ 6:24am 
Originally posted by ShockedApple2005:
Originally posted by dav3ynakey:
when revived with quick revive and previously had 3 weapons prior to going down, you will keep only one weapon, when you are normally supposed to keep only 2 of them and lose the mule kick gun.
I've had this exact problem as well. I think it has to do with the fact I had the packed starter pistol, but I'm not too sure

I plan to fix this issue later today by switching the downed pistol to the MR6 packed (instead of the kendall packed). The issue is caused by the downed pistol (kendall packed) being also in the player's inventory, so when they get revived the game thinks it should be removing the Kendall packed since it was supposedly the downed pistol.
Gemini Feb 14, 2022 @ 9:55am 
Upon reaching higher rounds, zombies would get stuck at the big window next to the stage, unable to enter, and very few would spawn from the two windows in the hallway. I am not sure if the cause is the mod I ran with the game, but it happened to me at round 40 onwards.

Image: https://i.imgur.com/dZ4ZE5y.jpg
Deadshot.mp4  [developer] Feb 14, 2022 @ 10:11am 
Originally posted by Gemini:
Upon reaching higher rounds, zombies would get stuck at the big window next to the stage, unable to enter, and very few would spawn from the two windows in the hallway. I am not sure if the cause is the mod I ran with the game, but it happened to me at round 40 onwards.

Image: https://i.imgur.com/dZ4ZE5y.jpg

I've gone past 50 with no mod on duos, so I don't believe this issue (pathing issue) is due to the map. If you run the map vanilla (no mod) and run into it, do let me know. I'd recommend not using mods on this map as they are not tested nor will I go through each one to make sure the map will support it. Hope this helps :)
Gemini Feb 14, 2022 @ 9:10pm 
Originally posted by Deadshot.mp4:
Originally posted by Gemini:
Upon reaching higher rounds, zombies would get stuck at the big window next to the stage, unable to enter, and very few would spawn from the two windows in the hallway. I am not sure if the cause is the mod I ran with the game, but it happened to me at round 40 onwards.

Image: https://i.imgur.com/dZ4ZE5y.jpg

I've gone past 50 with no mod on duos, so I don't believe this issue (pathing issue) is due to the map. If you run the map vanilla (no mod) and run into it, do let me know. I'd recommend not using mods on this map as they are not tested nor will I go through each one to make sure the map will support it. Hope this helps :)

Alright thanks! FYI the mod I used was the All-Around Enhancement.
FaZe Flick Feb 19, 2022 @ 9:17pm 
whenever you try the map again 2 things can happen. The tv screens which are the cameras stay off and dont turn on, and its possible that on the starting rounds 1 to 4 the last zombie or 2 can get stuck on the barrier
Deadshot.mp4  [developer] Feb 19, 2022 @ 10:54pm 
Originally posted by FaZe Flick:
whenever you try the map again 2 things can happen. The tv screens which are the cameras stay off and dont turn on, and its possible that on the starting rounds 1 to 4 the last zombie or 2 can get stuck on the barrier
The cameras acting the way they do on fast restart is known and a warning is in place in the office on a clipboard, on the camera screens. Regarding the zombie, it’s just a pathing issue which shouldn’t be too prominent if map_restart is used instead of fast_restart
tanky2457 Mar 13, 2022 @ 2:43pm 
are the zombies supposed to be fnaf charaters? mine are just regular zombies
I can't find the mod in my mod list
< >
Showing 1-15 of 25 comments
Per page: 1530 50