I've built a delicious space gun for the alchemy thing, but I have an issue. After two shots, the entire thing just stops. I've checked the weapon stats, triggers, and everything and I just can't figure out what the heck it might be. Anyone have a solution?
If you request that I post a download or screeny to fix this problem wait until after this alchemy round is over.
Thanks in advance!
Problem with Triggers
Moderators: th15, Moderators
Problem with Triggers
naysayers will be shot
Re: Problem with Triggers
Perhaps it ran out of ammo?
In seriousness, post the download when you can. I hardly know a thing about triggers, but someone on here will.
In seriousness, post the download when you can. I hardly know a thing about triggers, but someone on here will.
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Re: Problem with Triggers
FTFY Doogie. Sent it to your inbox.
The problem was the lazy whole-ship flip that I wager you did to avoid reversing your move directions. I don't think anybody else actually knows this, but weapon arcs start behaving oddly after being rotated (except with a turret). So your pulsebeamer bugged out after the flip. To be fair, this is a pretty obscure bug... there's no way for you to have known about it unless you've inspected the Orbital Sword after a few rotations.
There was also a problem with the progress gauges, which were simply mistimed. I fixed that too.
To the rest of the participants: Try not to rotate your weapons, k?
The problem was the lazy whole-ship flip that I wager you did to avoid reversing your move directions. I don't think anybody else actually knows this, but weapon arcs start behaving oddly after being rotated (except with a turret). So your pulsebeamer bugged out after the flip. To be fair, this is a pretty obscure bug... there's no way for you to have known about it unless you've inspected the Orbital Sword after a few rotations.
There was also a problem with the progress gauges, which were simply mistimed. I fixed that too.
To the rest of the participants: Try not to rotate your weapons, k?