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Base Turrets question

Closed 2.7.4 2.7.7

Some of my nightmare bases have turrets full with electricity sorrounding the turret and they dont shoot why is that?

 

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hi, this is the new interference option added in the Rust update

convars are by default:

sentry.maxinterference 10

sentry.interferenceradius 40

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ya, in the next update it will work as it did before. I ignore the interference for raid bases.

if you don't want to wait then you can either increase sentry.maxinterference or edit the .cs yourself

yield return TurretCommand(turret, () => turret.SetFlag(BaseEntity.Flags.OnFire, b: false));

needs to be added after line 6797, so that it looks like this

image.thumb.png.73a00c61c29c9437da245d1970291a85.png

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 if (!Options.AutoTurret.RequiresPower)
                    {
                        yield return TurretCommand(turret, () => turret.InitiateStartup());
                    }
                    
                    yield return TurretCommand(turret, () => turret.SetFlag(BaseEntity.Flags.OnFire, b: false));
                }

                turretsCoroutine = null;
            }

Did Ido it wrong? It did not work

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Try adding 

 

sentry.interferenceradius 0

 

to your server.cfg file. 0 may disable the turret limitation. Or change the 0 to some larger number.

 

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