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TurretsOnBoats 1.4.0

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  • Update details
    v1.4.0
    Released
    Download size8.63 kB
    Total versions1
    Freshness Updated today

Mostly AI-Generated

This file appears to be mostly AI-generated. Support, maintenance, and future updates may not be guaranteed, especially if the author is unable to maintain the code without AI assistance.

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Recommended Comments

joebob

Posted

love the plugin

 

  • Like 1
ZarZar

Posted (edited)

Hey, there are issue with the plugin.

When an AutoTurret is placed on a boat and the boat hits sea junk piles or other map objects while driving, the turret gets instantly destroyed.

It seems like the turret receives collision/impact damage from the vehicle physics while parented to the boat.

Normal damage from bullets/explosives works fine, the issue only happens during boat collisions with world objects.

Could you please check if collision damage or parented vehicle physics damage can be ignored for mounted turrets?

Edited by ZarZar
  • Like 1
wGw

Posted

2 hours ago, ZarZar said:

 

will work on that tonight, after the wife calls it a night. 

wGw

Posted

@ZarZar
 

We tried damn near everything Oxide lets us do. We made the turrets kinematic on every rigidbody to kill the PhysX spam, we destroyed or disabled the StabilityEntity component, we forced grounded = true and cachedStability = 1f on spawn, we ran server-wide scans on load, we re-applied the fix on every kill with NextTick and timers, we tracked boats with dictionaries, we parented them perfectly, we even made collision protection ignore boat crashes and junk piles. Hours of debugging, multiple versions, loud debug prints, the works.

The hard truth is turrets on boats is a big nono in Rust’s engine. Every autoturret_deployed has a StabilityEntity that checks for ground support in a radius around it. A boat has no “ground” underneath it, so when you kill one turret (especially with admin entkill), the game sees the others as suddenly floating and starts deleting them with the “due to ground missing” message in a chain reaction. The turret prefab itself has heaps of child parts (barrel, weapon mount, sensors, etc.) that all feed into this stability system, and Oxide can only patch around it so much.

we did patch, short on testers so if you can get back at us with the update then maybe we can make it work a little more as expected

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