Hi Pat!
There is a bug (in 2.6 too), that you can "copy"/doubled any MG.
You can reproduce in that way:
a) Unplant a MG
b) Drop the MG to the ground.
c) Die (the MG returned, but the MG on the ground stay)
d) Pickup the MG and plant it. You have now 2 MG's.
With a solution like that you can prevent, that these MG can be planted:
[....]
turretThink()
{
level endon("ex_gameover");
self.heat_rate = level.ex_turretoverheat_heatrate;
self.heat_status = 1;
self.heat_danger = 80;
self.heat_max = 114;
self.cool_rate = level.ex_turretoverheat_coolrate;
if(level.ex_turretoverheat) self thread turretOverheatDrain();
//********************************************************************************
//{NADF} Copied MG's Fix
//********************************************************************************
//Created by: {NADF}Geronimo
//Date: 16.07.2011
//Version: 1.1
//Website: http://nadfserver.org
//Clan: {NADF} - North Atlantic Defence Force
//Comment: Prevent, that "copie" mg's can be used.
//********************************************************************************
if (!isDefined(self.id))
{
self thread turretOverheat();
playfx(level.ex_effect["barrel"], self.origin);
self playsound("explo_mine"); //Let the MG "explode" (sound)
wait( [[level.ex_fpstime]](1) ); //Let the MG "overheating"
self notify("stop_overheat_drain");
self notify("stop_overheat_fx");
waittillframeend; //Make sure, notify happends
self delete();
}
//********************************************************************************
while(1)
{
[....]
It's not a best fix, but it works
Maybe you can create a better one?
Another small bug by the turrets are here:
File:
Function: turretPlant()
//turretid = undefined; //<-- spelling mistake
turret.id = undefined;
//self notify("spawn_turret"); //<-- obsolete, not needed in 2.7
Regards,
Geronimo