Forums » Bugs
/+activateturrets not working always
The command /+activateturrets only works half the time. It will say turrets online but no turret will actually shoot. Been noticing this since 2nd last server restart & today it got too much that even /Reloadinterface didn't fix it.
I have also experienced this for some time but have not tried it without plugins
Please, someone try without plugins and report back.
Can confirm plugin-less, I was unable to use /+activateturrets to fire my turret when targetting an asteroid. Tested in an atlas & behemoth, default-nuetron-IIs and gemini missile turrets.
so, as far as I can tell, it only works on targets that could be damaged. I have NOT confirmed against player targets or debris objects, only asteroids, hive, and station guard NPCs. Not sure if there was a change or this is a bug, at least regarding that I can't test turrets against asteroids now.
so, as far as I can tell, it only works on targets that could be damaged. I have NOT confirmed against player targets or debris objects, only asteroids, hive, and station guard NPCs. Not sure if there was a change or this is a bug, at least regarding that I can't test turrets against asteroids now.
No plugins on mobile. Happens to me first use when i enter new sector. Jump in turret, jump back out, rerun the turret command and it works almost everytime.
Tested with & without plugins. /+activateturrets does not work 50% of the time. While targeting npc behemoths, capships , players, hive bots of all types.
Didn't do the luxen thing on asteroid but he did it so guess we covered everything.
Sometimes it just doesn't work right away after starting the game. Sometimes it'll bug mid play. /lua Reloadinterface doesn't fix it.
Device -
Red magic 5g
Android 11
(mentioned in first post since when I've been experiencing it)
Didn't do the luxen thing on asteroid but he did it so guess we covered everything.
Sometimes it just doesn't work right away after starting the game. Sometimes it'll bug mid play. /lua Reloadinterface doesn't fix it.
Device -
Red magic 5g
Android 11
(mentioned in first post since when I've been experiencing it)
I've never encountered this problem. May I suggest your turret may not have line of sight or is out of range?
> Can confirm plugin-less, I was unable to use /+activateturrets to fire my turret when targetting an asteroid.
Unless it's the above problem, you may want to provide more information, in particular what client, because at least on the 1.8.612 Windows client I have no such limitation.
> Can confirm plugin-less, I was unable to use /+activateturrets to fire my turret when targetting an asteroid.
Unless it's the above problem, you may want to provide more information, in particular what client, because at least on the 1.8.612 Windows client I have no such limitation.
The quick patch is to hop into each turret and it works again. Occurs if u leave it on and jump somewhere else
Target was sitting on face of the turret. No way it's out of range or out of targeting angle of turret.
Client version 1.8.610
There has not been any further updates on Android from playstore.
Also I've tried all types of turrets I could get my hands on.
Client version 1.8.610
There has not been any further updates on Android from playstore.
Also I've tried all types of turrets I could get my hands on.
This happens to me too. I use the alias Luxen wrote. I found I have to turn it on, off, and then back on and it starts working.
for developer reference, if neccesary, here's a copy of that alias Inevitable is talking about:
alias turretToggle "turretOff"
alias turretOff "-ActivateTurrets; echo turrets off; alias turretToggle turretOn"
alias turretOn "+ActivateTurrets; echo turrets on; alias turretToggle turretOff"
As you can see, it shouldn't affect whether this issue is occuring or not.
alias turretToggle "turretOff"
alias turretOff "-ActivateTurrets; echo turrets off; alias turretToggle turretOn"
alias turretOn "+ActivateTurrets; echo turrets on; alias turretToggle turretOff"
As you can see, it shouldn't affect whether this issue is occuring or not.
> Client version 1.8.610
>
> There has not been any further updates on Android from playstore.
My android client is at 1.8.612, it should self-update regardless of the playstore. I didn't test the turrets on android though.
>
> There has not been any further updates on Android from playstore.
My android client is at 1.8.612, it should self-update regardless of the playstore. I didn't test the turrets on android though.
Did test the turrets on android now (now client version 1.8.613) and still cannot confirm, /+activateturrets works just fine including shooting at asteroids.
Okay, I think the problem I was experiencing, is that I would leave my capship with the turrets on the 'on' position. Then when I docked and took control again I would have to cycle from on(the state I left it) too off and back on again. So what I was experiencing wasn't a bug. Also, I think sometimes I was probably targeting something out of range so it doesn't shoot, so I had to toggle on and off again when it gets in range.
So.. I mean, it shouldn't require you to cycle the state either. Can you break down for me exactly what has happened, in terms of expected behaviour, versus actual result?
Even if it isn't a "bug", per-se, and more like a user-experience / expectation issue, I'd still like to improve it.
Even if it isn't a "bug", per-se, and more like a user-experience / expectation issue, I'd still like to improve it.
I was *NOT* having any notable issues tonight during the bractus armada event, so... there's a chance I was having some right fine PEBKAC the other day.
As for cycling, if using my alias setup (which I posted above), it can be a bit touchy - it doesn't account for any external state changes (such as turret entry/exit, sector jump, etc - maybe thats why this not-problem was a problem?).
...hrmmm. who here was NOT using my alias setup?
As for cycling, if using my alias setup (which I posted above), it can be a bit touchy - it doesn't account for any external state changes (such as turret entry/exit, sector jump, etc - maybe thats why this not-problem was a problem?).
...hrmmm. who here was NOT using my alias setup?
I was NOT using your alias. Briefly looking at the game's code I'm not sure it wouldn't run into the same issue as your alias though, because state only seems to get updated via the command itself.
It sometimes occurs if u leave the turrets on while jumping out, this also causes it to sometimes double the shots still (tho only effects the gat turrets for double shot), it dosnt happen very often tho when it does u can turn on the turrets and it does nothing till u sit in seats then activate again.
The expected result is u turn on turrets and it shoots.
Actual result is u turn on turret and it does nothing, only till u cycle the turrets (or jump out of the sector) does it reset then and u can then enable the turrets again and then it shoots.
The expected result is u turn on turrets and it shoots.
Actual result is u turn on turret and it does nothing, only till u cycle the turrets (or jump out of the sector) does it reset then and u can then enable the turrets again and then it shoots.
Inc for me it is the way the alias works.
I use the alias to turn on /+activaterurrets. I kill some stuff and then leave my capship. This turns off the auto turrets(which is a good thing), but the alias is still set to on. So when I re enter my ship, and use my alias it goes to the off position then I use it again to turn it back on. So I guess I wasn't really paying attention to how the alias worked and I fellt like I was having toggle it a couple times, but it was because of the state I left the alias in.
I'll do some more testing later while toggling when my target is out of range, but I assume I was just getting impatient and going through the toggles when the target was just out of range.
I use the alias to turn on /+activaterurrets. I kill some stuff and then leave my capship. This turns off the auto turrets(which is a good thing), but the alias is still set to on. So when I re enter my ship, and use my alias it goes to the off position then I use it again to turn it back on. So I guess I wasn't really paying attention to how the alias worked and I fellt like I was having toggle it a couple times, but it was because of the state I left the alias in.
I'll do some more testing later while toggling when my target is out of range, but I assume I was just getting impatient and going through the toggles when the target was just out of range.
I know this isn't the suggestion forums, but you mentioned how you would like to improve it. I'd suggest having an option to set a key to toggle it off and on, and have it in the options menu.