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TomHud

Posted (edited)

Removed as was a discussion about another plugin which did not work.

Edited by TomHud
RustV

Posted

Hi @TomHud,

Unfortunately the UMOD version no longer works. Many of the functions have broken down over various Rust updates. and it appears to have been abandoned. 
We were waiting a long time for an update from the developer of TurretConfig, however our community and server admins (particularly on our PVE servers) needed a working version.

So we created Turret Fury from scratch, keeping the core features that the community know and love but simplifying the code somewhat to make it less likely to fall over in future. If it does we will patchfix immediately.

We have a roadmap for further functions to be added in future updates.

We're all about our community so if there's anything you would like to see included in future updates: please comment below.


Best regards,
RustV

  • Like 2
TomHud

Posted

fair enough 

i have no idea if the umod version works - i just assumed it did as i never tested it.

 

  • Like 1
TomHud

Posted (edited)

why are they not shooting at scientist ??

 

1st one was killed before i added TurretFury to the server

 

"Auto Damage Multiplier (Default 1.0)": 2.0,
  "Auto Turret Range (Default 30)": 1000.0,
  "Auto Turret Aim Cone (Default 4)": 4.0,
  "Auto Turret Bullet Speed (Default 200)": 200.0,
  "Ignored Turret Shortnames": [
    "sentry.scientist.static",
    "sentry.bandit.static"

 

image.thumb.png.db88bf4d86f0f7b27bc3af16c99f850c.png

 

 

Edited by TomHud
TomHud

Posted

somethign is wrong with range

I can get it to kill scientist if they are near to the turret but look how close they are and they still not dying at this distance

  "Auto Damage Multiplier (Default 1.0)": 1.0,
  "Auto Turret Range (Default 30)": 1000.0,
  "Auto Turret Aim Cone (Default 4)": 4.0,
  "Auto Turret Bullet Speed (Default 200)": 200.0,
  "Ignored Turret Shortnames": [

image_2023-02-28_134422736.png

TomHud

Posted (edited)

7 foundations away and range set at 1000 the turret will not kill them

Weird thing the back turret to the water will shoot at oil rig from land but not the scientist ( i have a dll file that allows turrets to shoot 360 degrees)

 

image_2023-02-28_134608016.png

Edited by TomHud
RustV

Posted (edited)

@TomHud

I can’t replicate this issue on my end.

Can you DM the .dll file that modifies turrets to 360 degrees.

Are the scientists being spawned manually or from a plugin (ie.BotReSpawn)?

Are you running any other Turret altering mods ?

Is your RCON giving you any turret/targeting errors or Booleans?

In your last screenshot, what killed the 5-6 dead scientists?

Edited by RustV
  • Like 1
TomHud

Posted

 

 

i got the harmony 360 dll file from codefling 

I am spawning scientist in using f1 as no players on test server.

only other plugin im running is one from umod that allows turrets to run without any power

Powerless turrets from UMOD.

 

RustV

Posted

Powerless turrets (umod) appears to work without issues. Regardless of config settings (we have tried various).

Would recommend removing the Harmony Full range auto-turrets files from your server directory and executing a server restart: which should rule out the issue - so long as you have no other plugins or modifications that also change turret behaviour.

it is curious however that you aren’t seeing anything unusual in RCON.

  • Like 1
BippyMiester

Posted

@RustV Does this modify turrets that are used by Raidable Bases at all? Or is it only player placed turrets and not turrets that are copy pasted using the copy paste mod off uMod.

RustV

Posted

@BippyMiester Turret Fury requires the turretfury.use permission for the TurretFury configutaion to apply.
So in this case it will not modify copypaste base turrets unless the copy paste base turrets were placed by someone who has the turretfury.use permission.

  • Like 1
Bubles Buternuts

Posted

set infinite ammo reloaded the plugin yet still needs ammo 

 

RustV

Posted

On 7/26/2023 at 8:21 PM, Bubles Buternuts said:

set infinite ammo reloaded the plugin yet still needs ammo 

 

@Bubles Buternuts We can't replicate the issue you have mentioned.
Can you confirm if you are using any other plugins that affect Turret settings?

  • Like 1
Bubles Buternuts

Posted

no other turret plugins  on this install  i was able to fix the normal turrets not shooting the npc but i had to increase the range by a stupid amount 

second part that does not work is the sam sight set it to that it does not need power and it does not shoot heli at all

RustV

Posted

On a typical PVE type server with npcs, a turret range of approx 100 is a generally accepted range (to avoid excessive turret range harassing distant players etc).

Regarding your issue with SAMs not targeting Heli: this plugin does not affect this one way or the other, aside from the standard SAM settings. I recommend ‘Heli SAMs’ on umod to achieve this.

  • Like 1
Bubles Buternuts

Posted

9 hours ago, RustV said:

On a typical PVE type server with npcs, a turret range of approx 100 is a generally accepted range (to avoid excessive turret range harassing distant players etc).

Regarding your issue with SAMs not targeting Heli: this plugin does not affect this one way or the other, aside from the standard SAM settings. I recommend ‘Heli SAMs’ on umod to achieve this.

i get that but when the it was on the npc would walk up at the generic settings in the folder it would shoot once only even with infinite ammo setting on it was only when increased the range of said turret that it changed it to infinite ammo

RustV

Posted

Hmm, it shouldn’t need it unless another plugin/script is has caused a temporary Boolean error (a persistent one won’t disappear from rcon) but oxide.reload should fix.

The other thing I would recommend is check the entity that owns (/places) the turret has the correct permission (TurretFury.use).

I’ve just tested it in a fresh server with no other plugins and the infinite ammo function works with other config setting as default.

  • Love 1
Bubles Buternuts

Posted

i will try one tomoz with  zero other plugins 

but i have zero plugins that involve any turret stuff 

i have betternpc at first i thought hey it could be that maybe its coz its like custom npc rather than the defualt 

but i tested it with players nothing until i increase the turret range 

and the sam sight would not turn on with the power required function turned on and of i tried it with players in mini i tried it with the attack heli tried changing the settings nothing tried putting the sam sight at different heights and change all the settings and tried default nothing  

 

RustV

Posted

It doesn't make sense that turret range would affect any other functions, unless there is something else modded in your custom server.
First, try verify your server oxide version / steam update.
Otherwise need to github share your files and I can have a look at it. You can share the link privalety in the support request you opened.

  • Like 1
Bubles Buternuts

Posted

github share sounds like a good idea but i have no idea how to use it will try and get a copy for you as soon as i can 

Bubles Buternuts

Posted

and i agree changing the range should not change the infinite ammo settings so i have no idea why its doing it that way 

Bubles Buternuts

Posted

i am using mrs and im guessing it updated something because the normal turret works now but if set to infinite ammo i can just grab the ammo constantly and just make myself have stacks of ammo 

second part is tested the sam again health does not change 

required power false does not work 

RustV

Posted

We've just released an update with a broad number of Rust update optimizations & bugfixes. One of which addresses an infinite ammo exploit.
Download the latest update (and enjoy!)
 

corndiggitydog

Posted

Would it be possible to prevent autoturrets from using explosive ammo at all?

  • Like 1
RustV

Posted

@corndiggitydog 
Interesting, i have added it to the suggestion list - if we get more requests for the same/similar thing i'll add it to roadmap.

  • Like 1

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