Pitbull (and possibly Viper) scripting messed up

Pitbull (and possibly Viper) scripting messed up

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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Pitbull (and possibly Viper) scripting messed up

Post by Mav »

This is a bug I've noticed for at least a year now. I reported it to TFC ingame but never saw a fix.

Pitbulls, when built and completed in range of enemy, will fire only 2 shots, then retract, then pop out again and continue firing as normal. This only happens when they are completed while enemy is in range.

I've lost a couple pitbulls this way during close calls. It should be a relatively easy fix.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: Pitbull (and possibly Viper) scripting messed up

Post by Mav »

Confirmed for Viper as well.
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sillynanny
Posts: 125
Joined: 20 Jun 2008, 14:26

Re: Pitbull (and possibly Viper) scripting messed up

Post by sillynanny »

I've seen this too.
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Mav
Posts: 258
Joined: 12 Nov 2009, 20:06

Re: Pitbull (and possibly Viper) scripting messed up

Post by Mav »

I submitted this ages ago and the problem still exists, at least in current build.

I submitted the same bug report to ZK this morning, and it was literally fixed in 18 minutes.

http://code.google.com/p/zero-k/issues/detail?id=840#c1
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KingRaptor
Zero-K Developer
Posts: 838
Joined: 14 Mar 2007, 03:44

Re: Pitbull (and possibly Viper) scripting messed up

Post by KingRaptor »

Mav asked me to mention the recent ZK fix, so here it is.

tl;dr: just use a signal to kill the close animation when it wants to aim; nothing that Beherith or TFC can't easily figure out
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Lord Juzza
Posts: 60
Joined: 20 Jan 2009, 11:50

Re: Pitbull (and possibly Viper) scripting messed up

Post by Lord Juzza »

This bug has been fixed in PA and the script has been refined I can pass you a copy if you'd like.
zerver
Spring Developer
Posts: 1358
Joined: 16 Dec 2006, 20:59

Re: Pitbull (and possibly Viper) scripting messed up

Post by zerver »

I'm also looking forward to a fix. Bug has been in there for ages.
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