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OPEN  Bug report #269  -  [ENGINE] - Time lapse field active constantly
Posted Jan 02, 2016 - updated Jan 02, 2016
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Issue details
  • Type of issue
    Bug report
  • Status
     
    New
  • Assigned to
    Not assigned to anyone
  • Progress
       
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     MostWanted095
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Time spent
    No time spent
  • Category
    Not determined
  • Resolution
    Not determined
  • Priority
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
Issue description
Comparing 1.09 to 2.0.3.5 I've noticed that the time lapse field does not dissapear when the Depot/Warehose is destroyed.

Requirement for the Time lapser turret to function is A Depot/Warehouse + power (even though these turrets use no power, they require at least one powerplant.)

It seems that only Automatic turrets provide a field even when no depot is present.

I've figured out why this is: Bunkers/Automatic Turrets that were active (had power and were occupied, or in case of automatic; just healthy enough) PRIOR to the depot / power source being destroyed will provide a tau field constantly.

Manually controlled bunkers with time lapsers will provide a tau field after a depot / power is gone, but will stop if the occupant exits the bunker, re entering will not re-enable it until power and depot are functional.

Vehicles are fine.
Steps to reproduce this issue
As above.

#2
Comment posted by
 Krotos
Jan 02, 11:52
This behaviour is random - it's interesting, because usually the time lapsers, which do not end up getting deactivated, are the ones in fog of war. At least that's what happens in Ar14 in ArCamp.
#3
Comment posted by
 MostWanted095
Jan 02, 20:56
This is not a random occurrence, it is constant.