if i fire to autoturret - all turrets on server take damage. all!
All autoturrets take damage when on fire
Tried it on my server, that does not happen.
see this https://youtu.be/e8j5-Lskw9k
This bug has now apperead on my server. I tested again under same conditions as your video, and did in fact affected all turrets in same TC/structure and outside of it, on a foundation with no TC and a foundation without TC. All 3 cases were far from each other.
Base A, line of 9 foundations, 2 turrets, one on each endof th line, and a TC in the middle.
Base B, a base of 2 foundations with turret and TC.
Base C, a simple foundation with turret, no TC.
I tested only with firearrows, that leaves a fire burning on point of impact, and got imediatly a result. Felt no need to try other arrows, also because they were disabled in my server.
I always shot the first turret, at base A, to check effects on others, until conclusion point 5, where I found a another spinoff.
I was the Admin, with admin permissions, all was built by me.
Position of bases in a T formation, no TC range touched another base:
2) During 20 seconds after ONE turret receives fire damage, ALL damaged turrets CANNOT be repaired. After 20sec aprox. turrets become repairable again.
3) After some testing, turrets on base A could no longer be repaired. Hammer banging, no effect. Other bases, no problem. I always shot at first turret, and left second one untouched, and the following effect happen: I decide to reset the scenario, and used Remove Tool on the SECOND damaged turret: that turret was removed and bullets droped. Then I used Remove Tool on first turret, and the system did not allow it "Admin has restricted damaged objects from beeing removed" -- Oh! I had forgotten that, BUT! the second turret was damaged, and did not trigger Remove Tool restriction! So the "ghost splash damage" is not being correctly registered on "ghost" damaged turrets.
3-B) So at that moment I had a turret that could not be repaired or removed by Remove Tool. Had to destroy the floor to reset it.
4) After I replaced/renew all turrets on this test, damaging the first turret of base A only affected the second turret of the same base. The other turrets on bases B and C were not affected this time.
5) I destroyed all bases, turrets and TCs, and rebuilt the same scenario. I wanted to reset all but after, bases B and C were no longer affected, only second turret of base A. BUT then I had an idea, shooting SECOND turret of base A. ALL turrets on all bases were affected.
5-B) Conclusion of this point, 2 turrets on same base, only damaging the 2nd placed turret triggers the bug. Damaging 1st placed turret does not. I then reseted the scenario, and confirmed the same result.
6) Now focusing on Base B: Reseted the scenario, and shot fire next to turret on base B: Fire damaged ALL turrets, on all bases EXCEPT the 1st turret of base A! CRAZY! [Now I know it was probably distance, as explained on point 8]
Except the turret of base B, all other damaged turrets could be removed with Remove Tool not detecting they were "damaged".
7) Jumping to Base C: Reseted all, shot fire next to turret on base C with no TC: all were affected except on some of base A: I had placed many turrets on A, and first turret nearest to base C, and consequent ones further away from it. The turrets on base A that were farther away from base C were not affected. Maybe also/is a distance problem? Then one last test needed.
8-A) One long line of 20 stone foundations, each with 1 turret, no TCs. Fire damaging a turret in one end, also damages 10 turrets next to it (11 damaged turrets if including the target one).
8-B) One long line of 20 stone foundations, each with 1 turret, no TCs. THEN at one end, a gap of 1 foundation, then a isolated stone foundation with 1 turret, no TCs. Fire damaging the isolated turret in one end, also damages 9 turrets in the foundation line, which is 10 foundations-distance from target, again, 11 foundations turrets if including the target one. Eleven foundations is 33m in Rust.
Ok, this was fun to do! Hope it helps dev on his debugging quest.
I really love this plugin, as I'm building a Loki themed server (Loki's Realm), and giving fire arrows to spawns, as a boon from Loki, it's a riot, very funny.
Please fix this bug... for now I will deactivate the plug in my server. Sad day.
Hugs and kisses!
Conditions of my test:
Did 3 bases, distantant apart, the suficient to not be affected by each others TC range.Base A, line of 9 foundations, 2 turrets, one on each endof th line, and a TC in the middle.
Base B, a base of 2 foundations with turret and TC.
Base C, a simple foundation with turret, no TC.
I tested only with firearrows, that leaves a fire burning on point of impact, and got imediatly a result. Felt no need to try other arrows, also because they were disabled in my server.
I always shot the first turret, at base A, to check effects on others, until conclusion point 5, where I found a another spinoff.
I was the Admin, with admin permissions, all was built by me.
Position of bases in a T formation, no TC range touched another base:
------------------
BB C
A
A
A
A
A
A
A
A
A
------------------
Conclusions from the test:
1) Shooting directly at a turret, does NOT trigger the bug. Only if shooting next to a turret, and letting the FIRE do the damage triggers the bug, and ALL turrets are affected on ALL different bases. That is probably why I did not find the bug the day before, because I was shooting directly at the turrets.2) During 20 seconds after ONE turret receives fire damage, ALL damaged turrets CANNOT be repaired. After 20sec aprox. turrets become repairable again.
3) After some testing, turrets on base A could no longer be repaired. Hammer banging, no effect. Other bases, no problem. I always shot at first turret, and left second one untouched, and the following effect happen: I decide to reset the scenario, and used Remove Tool on the SECOND damaged turret: that turret was removed and bullets droped. Then I used Remove Tool on first turret, and the system did not allow it "Admin has restricted damaged objects from beeing removed" -- Oh! I had forgotten that, BUT! the second turret was damaged, and did not trigger Remove Tool restriction! So the "ghost splash damage" is not being correctly registered on "ghost" damaged turrets.
3-B) So at that moment I had a turret that could not be repaired or removed by Remove Tool. Had to destroy the floor to reset it.
4) After I replaced/renew all turrets on this test, damaging the first turret of base A only affected the second turret of the same base. The other turrets on bases B and C were not affected this time.
5) I destroyed all bases, turrets and TCs, and rebuilt the same scenario. I wanted to reset all but after, bases B and C were no longer affected, only second turret of base A. BUT then I had an idea, shooting SECOND turret of base A. ALL turrets on all bases were affected.
5-B) Conclusion of this point, 2 turrets on same base, only damaging the 2nd placed turret triggers the bug. Damaging 1st placed turret does not. I then reseted the scenario, and confirmed the same result.
6) Now focusing on Base B: Reseted the scenario, and shot fire next to turret on base B: Fire damaged ALL turrets, on all bases EXCEPT the 1st turret of base A! CRAZY! [Now I know it was probably distance, as explained on point 8]
Except the turret of base B, all other damaged turrets could be removed with Remove Tool not detecting they were "damaged".
7) Jumping to Base C: Reseted all, shot fire next to turret on base C with no TC: all were affected except on some of base A: I had placed many turrets on A, and first turret nearest to base C, and consequent ones further away from it. The turrets on base A that were farther away from base C were not affected. Maybe also/is a distance problem? Then one last test needed.
8-A) One long line of 20 stone foundations, each with 1 turret, no TCs. Fire damaging a turret in one end, also damages 10 turrets next to it (11 damaged turrets if including the target one).
8-B) One long line of 20 stone foundations, each with 1 turret, no TCs. THEN at one end, a gap of 1 foundation, then a isolated stone foundation with 1 turret, no TCs. Fire damaging the isolated turret in one end, also damages 9 turrets in the foundation line, which is 10 foundations-distance from target, again, 11 foundations turrets if including the target one. Eleven foundations is 33m in Rust.
Ok, this was fun to do! Hope it helps dev on his debugging quest.
I really love this plugin, as I'm building a Loki themed server (Loki's Realm), and giving fire arrows to spawns, as a boon from Loki, it's a riot, very funny.
Please fix this bug... for now I will deactivate the plug in my server. Sad day.
Hugs and kisses!
yes, thanks for the super detailed debugging. Ill get to work on it.