Disabling them allows players to authorize them, load them with ammo, at which point they will blast anyone within range. Would love an update :)
Disabling compound turrets lets players auth and turn them on
just ent kill them
ent kill your face.
I solved this by making the following modification to ProcessNPCTurret():
I solved this by making the following modification to ProcessNPCTurret():
private void ProcessNPCTurret(BaseNetworkable entity){ if (entity == null || entity.IsDestroyed || !(entity is NPCAutoTurret)) return; var npcTurret = entity as NPCAutoTurret; npcTurret.Kill();} or ent kill them, or take over the turrets yourself, duh
The code above kills the turrets automatically. But feel free to keep logging in like a monkey each wipe and doing it yourself.
My turrets never shoot my players and they're still in peacekeeper mode. Edit your config noob
@explodedotgg"ent kill your face" "like a monkey" dude dont be a rude, he is just try to help you and not all have experiance about coding.
if i dont have a little bit now experiance about c# so i would use del assets/content/props/sentry_scientists/sentry.scientist.static.prefab
in the console to delete this entity !
if i dont have a little bit now experiance about c# so i would use del assets/content/props/sentry_scientists/sentry.scientist.static.prefab
in the console to delete this entity !
The suggestions were not useful. I posted a bug and a code fix (that's called being useful). We can agree to disagree here.