Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
SMART TURRETS 2 IS OUT
As such this mod is now obsolete. Smart Turrets 2 can be found here:
https://steamcommunity.com/sharedfiles/filedetails/?id=1769486689
I've just updated ST Experimental Version to the latest iteration of version 2, it's nearly ready to release bar a single bug, that is provided no other issues arise, but I've had to disable targeting players/characters due to an issue I can’t really fix (a problem with SE).
I tried it with the MexPex-Energyweapons, where Smart Turrets just let's them fire around every 2.5 loading cycles (even up close)
It's currently available as a sort of semi-public beta under "ST Experimental Version" so that all those people who really want version 2 can do all that boring testing for me, so fair warning, it WILL be full of bugs.
If you're fine with said bugs, here is a link to the mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=1237178882
I'm not advertising this beta anywhere but here, not even on the mods page, so keep that in mind when you see the bold warning telling you not to use that mod ;)
And @The One Percent, Version 2 does support any range the turret is capable of :)
@Zkillerproxy Could you possibly colaborate with the author of NanobotBuildAndRepair? As that can target specific things, and the controls work with host and clients... Just a hopeful suggestion.
+CryogenicGamer A known bug, typically only the host can see the controls but sometimes it’s the opposite and only the clients can see them. It won’t ever be fixed in this mod, but it will be in version 2 if I ever finish it.
Secondly the easiest way to disable the AI is to use this mess of code to get the bool for AiEnabled:
(MyDefinitionManager.Static.GetCubeBlockDefinition((TURRET AS IMYTERMINALBLOCK HERE).BlockDefinition) as MyLargeTurretBaseDefinition).AiEnabled
You can set that to true or false as you please to disable or enable AI on a turret, although it still seems to target things, like with the little red target indicator, it just won’t shoot anything. If you want that gone too you will have to turn everything off like I do.
If you want to make the controls disappear or be blanked out, then you can use this to get the controls:
Where “ControlModifier” is a method that return void and accepts an IMyTerminalBlock and a List<IMyTerminalControl>. The terminal block is the block, so you can check if it had the id your looking for, and the list is all the controls.
Then just find the controls you want and enable or disable them (which is whether they are greyed out or not) or just change their visibility to make them disappear. If you want to turn them on or off the way I do it in this mod will work just fine, although there are other ways.
Hope all that helped :)
Also this wont work with higher Tired gats
Hopefully one can not use eveything and only select what they want to get shot at
Do you have en ETA on version 2?
I don't want you to throw out a guess. I klnow what its like to say this job will take me 5 weeks, then 8 weeks later I'm still not done. So if you don't want to toss out a date, I complelty understand why.
I'll still be waiting on it patientlly. There is no other mod like this and it looks pretty great.
I did have weapons added. If you posted ssomething abotu those casueiong issue that would be my fault for not reading everything before installing.
I don't have any ammo management mods. But it could be isys inventory manager that is the issue. I think it has something for ammo.
Part of the reason why I'm making version 2 is because the way I added terminal controls means that they are incompatible with any mod that also adds stuff to turrets. Most often this is ammo management mods. And there does seem to be some sort of 'performance' leak where every turret gets targeting calculations, even with smart targeting disabled, destroying sim.
I uploaded this and put at the top of my mod list.
I could not find any options in any turrets, nothing new.
All it did was take my sim speed from a solid 1-1.02 to 0.80.
My game has 90 mods. But none should conflict this mod, I can upload my mod list in a paste bin if need be.
This is a great shame, I was looking forward to using this.
I guesds I'll have to wait till smart turrets 2. Hopefully tht'll work
I'll end up using it regardless.
How is part 2 coming along. Could you add an option to stop turrets from destrotying loot in version2?
Thanks for the hard work.
Seems terribly inefficient to not be able to do that...