JunkTurret operation logic issue

Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.
 
Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.
I believe they are talking about the long time situation where the junk turret's first shot will almost always miss because it fires before it locks onto a target.
 
I believe they are talking about the long time situation where the junk turret's first shot will almost always miss because it fires before it locks onto a target.
Do you have steps to reproduce so i can investigate this further?
 
Do you have steps to reproduce so i can investigate this further?
I have never really tested it myself. I just let the junk turrets do their own thing. I have just seen it mentioned multiple times over the past few years. I think it should be easy to reproduce if it's happening the way others have said. Place a junk turret and spawn a zombie a ways out from it and see if the first shot hits the zombie. It might be easiest to test if you only put one ammo into the turret. If there is no damage to the zombie, then it is firing before fully acquiring the target, and if the zombie takes damage, then it is working correctly and was either already fixed or else wasn't ever a problem.

It is possible this is a network delay issue, so if it works fine in solo, it might be necessary to test as a client connected to a server or as either host or client in peer to peer, preferably with a little lag or latency going on at the time of testing.
 
Hey All,

Stepping in really quickly since I have first-hand experience on this one.

I created a ticket (SDTD-24993) in our bug system earlier this year for this exact issue, and it is awaiting action by a programmer. They do, in fact, ready, fire, aim instead of ready, aim, fire!

Thank you for the report, dzxmsf. Moving this one to Confirmed while we await a fix.

Best,
Dollie
 
Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.
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Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.
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Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.
This issue has existed since version A19, yet surprisingly it still hasn't been fixed after all these years.
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Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.

The correct sequence is: aim+launch. However, they actually occur simultaneously
Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.
Post automatically merged:

Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.

The correct sequence is: aim+launch. However, they actually occur simultaneously
Do you have any additional information I don't understand the issue you're experiencing. Your link is also broken. Please explain in more detail.
 
Hey All,

Stepping in really quickly since I have first-hand experience on this one.

I created a ticket (SDTD-24993) in our bug system earlier this year for this exact issue, and it is awaiting action by a programmer. They do, in fact, ready, fire, aim instead of ready, aim, fire!

Thank you for the report, dzxmsf. Moving this one to Confirmed while we await a fix.

Best,
Dollie
I also want to report another minor issue that I don’t think merits a separate post. When the animation for pulling the grenade pin plays, it removes the safety lever as well, yet the grenade’s fuse timer doesn’t start counting down right away. The timer only begins after you throw it. The animation might need to be reworked so that pulling the pin does not also detach the safety lever prematurely.
 
I also want to report another minor issue that I don’t think merits a separate post. When the animation for pulling the grenade pin plays, it removes the safety lever as well, yet the grenade’s fuse timer doesn’t start counting down right away. The timer only begins after you throw it. The animation might need to be reworked so that pulling the pin does not also detach the safety lever prematurely.
Hi dzxmsf,

Thank you for the callout on this. We do have a ticket open for this, which is currently awaiting programmer action.

As a reminder, if you encounter multiple issues, please do submit a separate report for each one. This helps us track and resolve problems more efficiently.

Best,
Dollie
 
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