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Multiplayer-clientside Modded-Turret Audio-Bug -- Kreeg

Kreeg shared this bug 5 years ago
Solved

https://support.keenswh.com/spaceengineers/general/topic/1-187-205-no-tracerssound-on-modded-turret-while-mp-client


I've been getting reports that you've Solved the Tracer half of this, but not the Audio.

I'm linking the original report, as it has the test environment still attached.


To be specific, this problem has been when in Multiplayer, Any turret of this class

'' <Definition xsi:type="MyObjectBuilder_LargeTurretBaseDefinition">

<Id>

<TypeId>LargeMissileTurret</TypeId> "

With a weapon of this type attached to it

"


<Weapon>

<Id>

<TypeId>WeaponDefinition</TypeId>

<SubtypeId>K_Midnight_DEG</SubtypeId>

</Id>

<ProjectileAmmoData RateOfFire="900" ShootSoundName="WepGatlingTurretShot" ShotsInBurst="6" />

<DeviateShotAngle>0.0</DeviateShotAngle>

<MuzzleFlashLifeSpan>0</MuzzleFlashLifeSpan>

<ReleaseTimeAfterFire>5000</ReleaseTimeAfterFire>

<AmmoMagazines>

<AmmoMagazine Subtype="K_Midnight_DEG" />

</AmmoMagazines>

<ReloadTime>1200</ReloadTime>

</Weapon>

"


My example for the weapon, is from one my modded turrets that I know is affected.

Which as you can see, is also trying to use Your audio, so It's not the audio file that is broken.

Projectile type weapon , on a MissileClass Turret.

You fixed the Tracer (Which I heavily appreciate), but you didn't get to the audio yet.


Yes, I made an entire account for just this.


-- Yes, I had to edit my first one, as it was in the wrong place due to user error.

Replies (2)

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1

Hi Engineer,

this issue is already reported.

We will check it out.

Marked as duplicity.

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1

Hello, this issue should be fixed in next public build, please retest.

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