Volcanoes appear if you eco a shift. They remain until the shift and creep is killed. The shift is only able to eco once as a result.
I'd add that the Shift can continue to echo other structures, just not itself. It also can't accept move orders, and the visual model doesn't surface (but the collision model exists). It can still take damage, and if destroyed, the looping particle animation stops after a good 15 or so seconds. You don't also need to clear the infestation.
It affects all shifts (not just self-echo) but doesn't affect any other structures. You also, can't echo a bugged shift, using another shift, whether that one is bugged or not... this can also stop your unmatured, unbugged shift from echoing itself, as it will prioritise the bugged mature shift first, but can't complete the action. Once matured, it will echo itself instead (and become bugged too)
Additionally, Lerk's Umbra will affect a bugged shift indefinately.
GhoulofGSG9Join Date: 2013-03-31Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
edited August 2014
Did you have this issue also with no mods mounted ? Because i am unable to reproduce this "issue" . Do have any errors in the logs or did you notice anything else that could trigger this.
Did you have this issue also with no mods mounted ? Because i am unable to reproduce this "issue" . Do have any errors in the logs or did you notice anything else that could trigger this.
Still doing some tests. I've only been testing it in "Sandbox" thus far... where it seems running NS2+ Mod clientside is the issue. turning that mod off has resolved the issue for me. Not got into a multiplayer match to test NS2+ serverside yet.
Seeing as it was occuring every time, rather than at random, and you can't reproduce it online, it would suggest it's just a mod conflict thankfully Sorry if we've wasted your time.
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I'd add that the Shift can continue to echo other structures, just not itself. It also can't accept move orders, and the visual model doesn't surface (but the collision model exists). It can still take damage, and if destroyed, the looping particle animation stops after a good 15 or so seconds. You don't also need to clear the infestation.
It affects all shifts (not just self-echo) but doesn't affect any other structures. You also, can't echo a bugged shift, using another shift, whether that one is bugged or not... this can also stop your unmatured, unbugged shift from echoing itself, as it will prioritise the bugged mature shift first, but can't complete the action. Once matured, it will echo itself instead (and become bugged too)
Additionally, Lerk's Umbra will affect a bugged shift indefinately.
Still doing some tests. I've only been testing it in "Sandbox" thus far... where it seems running NS2+ Mod clientside is the issue. turning that mod off has resolved the issue for me. Not got into a multiplayer match to test NS2+ serverside yet.
Seeing as it was occuring every time, rather than at random, and you can't reproduce it online, it would suggest it's just a mod conflict thankfully Sorry if we've wasted your time.
Awesome! ridiculously quick getting that fix out
Edit: Confirmed fixed in 'Sandbox' running NS2+