I still seem to be having issues with animal targeting. I updated to 2.0.4 and got a new config and turn animaloverride off but it still doesn't shoot them. There aren't any errors in the logs.
TurretConfig
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Total Downloads: 4,361 - First Release: Nov 3, 2015 - Last Update: May 13, 2017
- 5/5, 24 likes
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Wulf can You fix flame tower - with marked no limit ammo it dont fire :/
dunno what is wrong but think its becouse its placed without ammo so dont fire at all.
And animal override dont work. -
only for version 2.0.3:Code:06:05 [Error] Failed to call hook 'OnEntitySpawned' on plugin 'TurretConfig v2.0.3' (NullReferenceException: Object reference not set to an instance of an object) 06:05 [Stacktrace] at Oxide.Plugins.TurretConfig.InitializeTurret (.BaseCombatEntity turret, Single turretHealth, Boolean justCreated) [0x00000] in <filename unknown>:0 at Oxide.Plugins.TurretConfig.UpdateAutoTurret (.AutoTurret turret, Boolean justCreated) [0x00000] in <filename unknown>:0 at Oxide.Plugins.TurretConfig.OnEntitySpawned (.BaseNetworkable entity) [0x00000] in <filename unknown>:0 at Oxide.Plugins.TurretConfig.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
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Wulf Community Admin
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Think here is the problem:
Code:private void CheckAutoTurretAmmo(AutoTurret turret) { if (!infiniteAmmo) return; if (!permission.UserHasPermission(turret.OwnerID.ToString(), "turretconfig.infiniteammo")) return; var items = new List<Item>(); var projectile = turret.ammoType.GetComponent<ItemModProjectile>(); turret.inventory.FindAmmo(items, projectile.ammoType); int total = items.Sum(x => x.amount); if (total < 1) { turret.inventory.AddItem(turret.ammoType, 1); } }
Last edited by a moderator: May 16, 2017 -
Wulf Community Admin
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if u want to be able to put ammo(lgf) into flame turrets with infinite ammo option enabled, change line 374 of the plugin from:
Code:if (target is AutoTurret || target is FlameTurret)
Code:if (target is AutoTurret)
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thx v much it works perfect
one tini problem still eat fuel on it hmm
"Flame": {
"arcs": {
"turretconfig.default": 45.0
},
"defaultArc": 45.0,
"defaultFlameHealth": 300.0,
"defaultFlameRadius": 4.0,
"defaultFlameRange": 8.0,
"defaultFuelPerSec": 0.1,
"defaultTriggerDuration": 5.0,
"flameHealths": {
"turretconfig.default": 300.0
},
"flameRadiuses": {
"turretconfig.default": 4.0
},
"flameRanges": {
"turretconfig.default": 8.0
},
"fuelPerSecs": {
"turretconfig.default": 0.1
},
"triggerDurations": {
"turretconfig.default": 5.0Last edited by a moderator: May 24, 2017 -
any reason why changing ammo from say regular to HV or Inc/exp wont work? i change it back to regular. it works fine but cant seem to get other types to work with no errors too.
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turrets dont seem to be shooting at animals even tho its in the config
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Would it be possible to add a "respawn" option?
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In order to add PVE. For example, putting turrets to keep the airport. And why not also enemies (NPC Core) and traps.
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Exactly ! You're with me now
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@Calytic could u add bots override option to ur mod please?
BotSpawn for Rust | Oxide -
upd:
no need. prob botspawn mod dev figured this. BotSpawn | Page 11 | Oxide -
Good evening. Can we define a turret as indescribable or make it respawnable?