Dead Trigger is a 2017 American science fiction action horror film directed by Mike Cuff and Scott Windhauser, who were also both writers with Heinz Treschnitzer. The film is based on the mobile game of the same name. The film stars Dolph Lundgren, Autumn Reeser, Brooke Johnston, Chris Galya, Romeo Miller and Isaiah Washington.
After failing to stop a virus turning people into bloodthirsty zombies, the government develops a video game to recruit the most talented players to combat the real-life horde. Led by Captain Kyle Walker, the team must fight through an army of the undead to locate a group of scientists that may have developed a cure for the virus.
I have a G19 Brownells slide, factory cut for an optic, that I had put this together a couple years ago on a P80 frame. I recently moved it over to a Glock 19 frame to use in CO. Aside from the no-name barrel, everything else in the slide & frame is factory Glock parts.
If it was me sitting there on the floor trying to cipher this out, I would replace the striker, and while doing that take a look at that striker channel. Maybe some dykem or Sharpie on the relevant parts to see if your theory is right, that maybe things aren't engaging when they should be.
I made up a dummy round and was able to reproduce the issue a number of times. I started by going through my routine at the LAMR command, where I unholster the gun, ease the slide back to verify to myself the chamber is empty, insert mag, rack slide fully to the rear and release. When I do this, I get the dead trigger more often than not.
It's odd. If I just ease the slide back, it's good. If I pull it back fully and release, it's good. If I ease it back and forward then rack it, I get the dead trigger. I'm not sure why this would be. I could get it to do this whether chambering the dummy round or not.
So then I swapped slides with the Gen 2 gun and was able to repeat it with the Gen 3 frame and Gen 2 slide assembly. So then I put a Glock 23/Gen3 slide on and I was able to reproduce the issue again with this other silde.
So then I swapped trigger groups between two frames. Now reassembling everything, all of them are working correctly. I can no longer replicate the failure in any of the guns. Maybe just an odd combination of worn parts? The frame that was showing this issue is at least 15 years old, and I have no idea how many rounds are through it. Maybe it's time to replace some of these small parts.
On all but one stage the trigger was dead on the first shot. Grip safety was depressed, slide was fully in battery, I spent some time making sure of those as the stages went by to make sure that was not the issue. Raking the slide would get the gun to function. The second issue was having a dead trigger after a reload on several occasions.
Another thing to check.... I've had similar malfunctions from not depressing the grip safety FULLY on my draw grip. Only after regripping and shooting a round or two would I get it running. After reloads too. I could not figure out what was wrong, I KNEW I was depressing the safety.... but on a "match" draw running fast I was gripping the gun slightly higher than practice and the bottom of the grip safety was no being fully depressed... even though I was gripping the gun hard. I took tape and wrapped the grip safety depressed around the frame, to test and tried it - it ran fine. Ended up adjusting the spring tension of the sear spring and filing the corner of the grip safety nose tip to need very little pressure. Another option is a grip safety with bigger "bump" on bottom... or deactivate.
After thinking about it all night ,when I should have been sleeping, Like most have said above, I bet its the over travel screw and some movement in the mag catch when I insert a fresh mag. Unfortunately with it being dark all the time now I wont be able to test till this weekend.
Even though it was a match I ended up taking quite a bit of time to re-grip and ensure the grip safety was not the issue, after a few stages I was more interested in knowing why it was not working than what my score was going to be
Another thing to check.... I've had similar malfunctions from not depressing the grip safety FULLY on my draw grip. Only after regripping and shooting a round or two would I get it running. After reloads too. I could not figure out what was wrong, I KNEW I was depressing the safety.... but on a "match" draw running fast I was gripping the gun slightly higher than practice and the bottom of the grip safety was no being fully depressed... even though I was gripping the gun hard.
During my first week with my shiny new 2011 and brand new race holster, I dumped my gun on the garage floor because I forgot to flip the retention switch.
So lets just say, I'm probably not the best candidate for disabling a grip safety.
A little over a year ago, Madfinger Games released the original Dead Trigger, a free-to-play zombie shooter - I loved it. What exactly did I love about it? It was simple but fun, and even though it eventually ended up as a free-to-play game (it originally cost a dollar), you could have a pretty good time blasting hordes of the undead without spending any money at all, as long as you didn't mind some grinding here and there. It wasn't perfect, but Dead Trigger made me genuinely excited about Madfinger's future endeavors, and so here we are with Dead Trigger 2.
Dead Trigger 2 uses the same basic mechanics as its predecessor, but has addressed its one real shortfall: a lack of depth. Dead Trigger, for all its fun, did eventually become very, very repetitious. The linear difficulty curve also meant that you'd reach a point where your grind to the next weapon upgrade got so long and became so necessary that it didn't feel so much like the game wanted to take your money as it didn't have any more content to give you. This is a curse for many mobile titles, particularly of the free-to-play variety - developers want you to keep playing as long as humanly possible (because money), but also know that beyond a certain level of difficulty or time invested, a decreasing number of players will continue to advance in the game. Thus, content tends to be intro-to-middle heavy, and quickly tapers off past what I'd call the "peak purchase point." From an economic standpoint, it's obvious why. The problem for Dead Trigger was that the "PPP" came far too early because there wasn't enough content to keep things interesting.
Dead Trigger 2, however, attempts to solve this in two ways. First, it's harder. A lot harder. Second, there is undeniably more content, and more drive to advance the game's story (which is actually almost respectable).
There isn't much to the execution of combat in DT2 - point at zombie, shoot at zombie, revel in said zombie's comical dismemberment. No updated mechanics like cover or crouching, no big changes to the gun firing experience. That said, Madfinger did pretty well with the basics in the original Dead Trigger. For all the criticism one might levy on account of simplicity, the DT combat system is very approachable, which is absolutely critical in a free-to-play title, especially when you're in the mobile FPS genre.
But let's step back, because the biggest changes in Dead Trigger 2 are largely outside of the zombie-killing experience. The entire mechanic of upgrading your weapons and other equipment has been overhauled into an admirably organized abode, aka the "hideout." You actually begin the game with several story missions in which you rescue members of your resistance team who then become the permanent occupants of this hideout, crafting and constructing your various anti-zombie sundries.
Weapons and new items are unlocked either with gold (surprise!) or by finding blueprints, which drop from super zombies (more on those assholes later). Once you collect all the pieces of a blueprint, you can research the item in question through the appropriate member of your team. If it's a gun, this means you also get the gun once the research is done, thankfully. And yes, there is a time element here: while research and upgrade tasks start off at a rather innocent 5, 10, or 20 minutes, they quickly become six hours or more. You know where this is going, too - a speed-up button. Which costs gold.
Predictably, your team members themselves also require upgrades in order to upgrade your weapons or build new, more advanced ones, many of which are all but explicitly necessary to advance in the game. And, I'm not kidding, your team members' upgrades require an upgrade. So far, all of these upgrades have used in-game cash (acquired through missions / level-ups), not gold (gold is a separate currency, as in DT1), but it's easy to see how the entire experience is insanely frustrating because of this, and even a bit confusing.
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