Jump to content

Turrets not shooting

Pending 3.1.8

Spill
Spill

Posted

see the profiles attached, the turrets in PVE version works as expected, they kill me on sight. However the turrets in the PVP profile does not shoot at me, unless I shoot at it. And only that one turret that I damage targets and shoots at me, the other around does not react. So dont think its peacekeeper mode.

 

Been trying a whole range of changes, and had to come for support

Medium Bases-PVE.json Medium Bases-PVP.json

nivex

Posted

hi, what pve plugin are you using? sounds like another plugin blocking it 

nivex

Posted (edited)

heya, I tried your profiles and they're working fine on my end.

there is one option that intentionally does this:

Traps And Turrets Ignore Users Using NOCLIP

  • there is no functional difference between PVE and PVP
  • using noclip upon entry = ignored
  • toggling off noclip after ignored will not clear the ignore.
  • you can clear an ignore by attacking the turret
  • you can clear an ignore by re-entering the event beyond the turrets trigger range, which you have set to 30 and 55 respectively
  • tested and working

if it's not this option then it's another plugin. ;/

Edited by nivex
Spill

Posted

Thanks for testing. Knowing that it works for you is of great help. 
I am using vanish to teleport to the locations when testing. And usually that has not been an issue. The PVE profile turrets kill me as soon as i turn of vanish. 
I also now tried to travel to one without activating vanish when logging on and it did not help.
Shotgun traps also kill me, in both profiles.
Used Entity Owner to see who was authed on the turrets, only the bots

 

14 RaidableBases Mode Toggler, replaces the active profile with a template, the files i provided. And changes "Convert PVE To PVP" and "Convert PVP To PVE" in the RaidableBases.json I have done file compare and it is the only changes made. 

Following you feedback. It is in fact setting the convertion to pvp that give me the problems. Flame turret and shotgun traps kill me. But not autoturrets.

Thanks for looking at it

 

image.png.b7afa5b19abab10bff995a6053b34012.png

RaidableBases.json

nivex

Posted

hi, the TOS option is disabled, and Skin Everything is enabled. that reskins my turrets and breaks their functionality. neither PVE nor PVP work as intended even though PVE appears to. 

set this to false in your config: "Skin Everything": false,

this is the only solution at the moment. I may allow turrets to be skinned but its doubtful, or I may prevent the plugin from skinning them. undetermined at the moment

  • Love 1
Spill

Posted

Thank you so much. Did a quick test with  "Skin Everything": false, and got shot at as soon as i turned of Vanish, as expected.

No need to support turret skins on my behalf. 

Yes I disabled the TOS option at some point. Nearly any loot item would get skinned it seemed like. My guess is that it grabs a random skin, af its accepted/paid it rejects it. 
I hardly believe Raidablebases was their target when they made the TOS change. If anything, Raidable bases promotes dlc items and skins and makes people want to buy them.
I will let you all know if my no-pop server gets delisted 🙂

nivex

Posted

you're welcome. we'll see what happens. I'm glad it's working for you now.

you can use the imported workshop skins file in the RaidableBases data folder. you can add unapproved workshop skins so long as they're not sold or gated by Facepunch. plenty of those here. https://steamcommunity.com/app/252490/workshop/

 

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
3.1m
Total downloads
Customers
12.1k
Customers served
Files Sold
171.3k
Total sales
Payments
3.7m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.