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.
 
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
 
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