Page 1 of 1
Pitbull (and possibly Viper) scripting messed up
Posted: 19 Jun 2011, 16:13
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.
Re: Pitbull (and possibly Viper) scripting messed up
Posted: 23 Jun 2011, 02:29
by Mav
Confirmed for Viper as well.
Re: Pitbull (and possibly Viper) scripting messed up
Posted: 24 Jun 2011, 13:53
by sillynanny
I've seen this too.
Re: Pitbull (and possibly Viper) scripting messed up
Posted: 08 Oct 2011, 14:48
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
Re: Pitbull (and possibly Viper) scripting messed up
Posted: 08 Oct 2011, 14:56
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
Re: Pitbull (and possibly Viper) scripting messed up
Posted: 09 Oct 2011, 12:42
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.
Re: Pitbull (and possibly Viper) scripting messed up
Posted: 14 Oct 2011, 16:27
by zerver
I'm also looking forward to a fix. Bug has been in there for ages.