With the rocket turret plugin from chaos code, using the rocket turret command works, but when the car is taken off the lift it glitches out. I know it is not a umod plugin but thought I would ask if it could be fixed. Thanks!
Does not work with RocketTurrets
I don't have the plugin so there's not a lot I can do. If you can confirm with the maintainer that you can share it with me for debugging purposes, I can try to determine the root cause, and make a fix in Car Turrets if Car Turrets is at fault.
Okay, thanks Thunder!
Merged post
Based off what I have seen, the rocket turrets plugin adds rockets and, cctvs, and laptops to show what type of turret it is. It sticks to the car because these items are attached to the turret. It even allows you to hold e to pick them up. Not sure if that helps any but thought I would say
Merged post
But I think that is why the car freaks out, because of these entities
I'm not sure what "glitches out" or "freaks out" means, but I imagine the car is rapidly rotating/moving in random directions, with collision effects constantly going off. If CCTVs and laptops are parented to it, I imagine those won't make a difference other than altering the collider a bit. However, each rocket may have a Unity Rigidbody component which could be causing collision issues because the car's composite collider will collide with the rockets. Such collision shouldn't happen if the rockets don't have a rigid body. The rockets shouldn't need rigid bodies anyway since they aren't moving independently, so it's probably safe to remove them.
It sounds like the fix would be to update the Rocket Turrets plugin to remove select components from the rockets/CCTVs/laptops after spawning them. For example, if you can locate the code in the Rocket Turrets plugin that creates the rockets, you can add a line of code like the following for each rocket variable.
// You will see a line of code like this (DO NOT CHANGE):
var rocket = GameManager.server.CreateEntity(rocketPrefab, position, rotation);
// ADD THIS LINE ("rocket" might be called something else though, depending on the above line):
UnityEngine.Object.Destroy(rocket.GetComponent<Rigidbody>());
// You will see a line like this (DO NOT CHANGE):
rocket.Spawn();