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when turret goes down, turret treated as destroyed and goes up, treated as made.
so dropping ammo when burrowing turret is not weird. i think. :)
Or maybe @Mlie wants to take over?
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)
error in unburrowTurret XP
... I only mention it because my game seems to freeze completely when i started using the mod, usually when it tries to autosave, and then have to ctrl alt del to exit the game. I know that sometimes with huge raids it can take a while to unfreeze, but even then, waiting a full 10 minutes usually addresses that. Here, it doesn't unfreeze.
Sometimes it autosaves without issue. Other times it freezes the game, and I lose 8-15 minutes of progress.
Turret Extension
Ground turrets
More vanilla turrets extension patch
More vanilla turrets
만드시느라 고생하셨어요~~~
CE patch? i'll try it, but don't expect it :)
@Luinithil Fixed! :)
Will there be compatibility with CE ?
mp mod? ok. i'll try it. thank you! :)
FYI: If you log into the Multiplayer mod discord, someone there could explain to you how to use the MP API to make the Gizmo's and any other functionality synchronised as a compatibility interest.
Note the building class has a Draw() function that can be overridden. Just thinking that a lot of the custom hatch process could be automated here, with the idea that the comp then provides the alternative path for the base hatch design as an override? This would remove the need to having to setup all the XML definitions for the hatches themselves?
I'm using the XND Turret Extension mod, which allows you to upgrade turrets.
When I unburrow a turret, it comes back un-upgraded (even if it was upgraded before). I'm sure this makes things more complicated, but I thought you should know.
Thanks!
Uses Gizmos, so those would need to be synchronised for MP. (But could be made compatible.)