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.
Pitbull (and possibly Viper) scripting messed up
Moderator: Content Developer
Re: Pitbull (and possibly Viper) scripting messed up
Confirmed for Viper as well.
- sillynanny
- Posts: 125
- Joined: 20 Jun 2008, 14:26
Re: Pitbull (and possibly Viper) scripting messed up
I've seen this too.
Re: Pitbull (and possibly Viper) scripting messed up
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
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
- KingRaptor
- Zero-K Developer
- Posts: 838
- Joined: 14 Mar 2007, 03:44
Re: Pitbull (and possibly Viper) scripting messed up
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
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
- Lord Juzza
- Posts: 60
- Joined: 20 Jan 2009, 11:50
Re: Pitbull (and possibly Viper) scripting messed up
This bug has been fixed in PA and the script has been refined I can pass you a copy if you'd like.
Re: Pitbull (and possibly Viper) scripting messed up
I'm also looking forward to a fix. Bug has been in there for ages.