Support for electric turretsSolved
Electric turrets have already been added to the staging branch. Can you make sure that the turrets do not require electricity?
I am not sure how the transition to IL2CPP will affect plugin development.

I will try to get this implemented as soon as I can (I can't do plugins for SB, it's in CPP). 
That is, when it is introduced on the main branch, will it be possible to do it quickly?
The answer is MAYBE - I do not know how the IL2CPP will affect development. 
SAMs can also demand electricity again?
Rulonoboev16
SAMs can also demand electricity again?

Not sure what you  mean by this

I hope you can make sure that no electricity is needed. I hope for you :)
Thanks
5d3c9ece76a6e.png August
The answer is MAYBE - I do not know how the IL2CPP will affect development. 

Nothing will change, there will be two server branches.

I hope you can solve the problem quickly :) Update has already been released
Working on it ASAP. Should be released by the end of the night :)

Merged post

DONE!
if you change:  {in the json}

{
"Can SAM Sites operate without power?": true,
"Maximum distance players can turn on/off turrets": 5.0
}

if you change this "Can SAM Sites operate without power?": false, it overwrites back to "true". 
5c158e0f57fca.jpg?uid=5c158e19183b6 Gattaca
if you change:  {in the json}

{
"Can SAM Sites operate without power?": true,
"Maximum distance players can turn on/off turrets": 5.0
}

if you change this "Can SAM Sites operate without power?": false, it overwrites back to "true". 

I will look into this. For now, do /sams toggle

5c158e0f57fca.jpg?uid=5c158e19183b6 Gattaca
if you change:  {in the json}

{
"Can SAM Sites operate without power?": true,
"Maximum distance players can turn on/off turrets": 5.0
}

if you change this "Can SAM Sites operate without power?": false, it overwrites back to "true". 

Fixed. See v2.1.6

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