Dead City - Fight and Flight: Rogue turrets no longer attack marines
With all that HoIAF and bounty stuff, I guess third-party maps may also be eligible for bug reports? In case it turns out to be a game issue rather than entirely a third-party issue...
Since a while ago, 4th mission's turrets that are meant to attack both enemies and marines now only attack enemies. This includes bullet, explosive and flame sentries. This gimmick wasn't vital to the map, but still. The problem might backtrack to as far as an early 2022 update (news/report) that broke turrets' field of view display (which was fixed like half a year later).
The first rogue turret encounter is a few steps away from the start zone; I vaguely remember seeing a video where the player has fully built a turret at the very beginning and then moved towards preplaced turrets, resulting in his own turret firing at him together with others. Though there's no practical reasons to place turrets yet due to no aliens until later. I do not know whether turrets placed later would turn neutral too.
With all that HoIAF and bounty stuff, I guess third-party maps may also be eligible for bug reports? In case it turns out to be a game issue rather than entirely a third-party issue...
If it's something that broke due to a game update, certainly.
Hmm, looking into it, there appears to be a script that gets called when it should set up the sentries to attack players, but all the script does is kill medkit entities based on challenge.
O bruh, it's in console:
Can't use cheat cvar asw_sentry_friendly_target, unless the server has sv_cheats set to 1.
Enabling sv_cheats does make them target team. Suppose it wasn't a cheat cvar at some point, then someone thought it should be, and that backfired in this specific map.
Funny how the new prediction algorithm for the explosive sentry makes them miss whenever I pop out of a side of a crate.