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if you place 2 or 3 turret nearby and want take one of em, it will pick both and if you pick up another turret while hold the gnome, it will gone and you just have 2 gnome now
So, probably the could be some conflicts with other mods. Sometimes in custom campaigns with big file size, the turret also stops working. Last time I tested in Cold Front about last year, & the turret stopped working in certain maps. Probably as an alternative, you can also use Sentry Floating Turret if this one stops working in certain custom campaigns.
CALLSTACK
*FUNCTION [GetDistance()] scripts/vscripts/lib_utils.nut line [1405]
*FUNCTION [OnUsePress()] scripts/vscripts/turret.nut line [832]
*FUNCTION [CheckButtons()] scripts/vscripts/lib_utils.nut line [2624]
*FUNCTION [ButtonsListener_Think()] scripts/vscripts/lib_utils.nut line [2609]
*FUNCTION [acall()] NATIVE line [-1]
*FUNCTION [OnTickCall()] scripts/vscripts/lib_utils.nut line [2449]
LOCALS
[flDistance] NULL
[bMethod2D] true
[bSquared] true
[hTarget] INSTANCE
[this] INSTANCE
[turret] INSTANCE
[@INDEX@] 0
[flMaxRadiusUseSqr] 8100
[hPlayer] INSTANCE
[this] INSTANCE
[idx] 1
[button_type] 0
[buttons] 32
[button] INSTANCE
[hPlayer] INSTANCE
[this] INSTANCE
[button] INSTANCE
[@INDEX@] 1
[team] 1
[hPlayer] INSTANCE
[this] INSTANCE
0
[max] NULL
[min] NULL
[CurrentValue] NULL
[NewValue] NULL
[bProhibitChangeHook] NULL
[bException] false
[this] TABLE
and sometimes another turret didnt run anymore
when you already deploy the turret and out of ammo(im try deploy 2 turret), the gnome you hold cant be deploy anymore
even you try save at virtual inven, it still cant until end chapter
The original mod was not in this way somewhat complicated or good at least for me, perhaps an option could be added on the gnome's turret to prefer to simply carry the gnome for a while in your hands to reload it where you edit the ammo and damage, and a message that it is being reloaded would be fine, that is, it would be like a simpler option to recharge it and if you want you can increase the recharge time.
But well, it's your decision, I think it's better for me to keep the original.
its help for any player that hoster use this mod
for suggestion
maybe you can put notification at chat every 1 minute for reminding that player have gnome that ready to deploy at virtual inventory
but i must shove to any object first right like road?
so i must press tab + shove and shove nearby turret or can from every distance?
1. Spawn turret = gnome is removed (let's say gnome no.1)
2. Pick turret= turret is removed & a gnome is spawned (gnome no.2, a new gnome).
The same mechanisms are applied to the virtual inventory, but with slight differences of the gnome ammo getting refilled.
There's another way, like registering all of the spawned gnome only in the beginning of the round. This method will make any new gnomes spawned later by picking the turret won't affect the remaining gnome ammo, but once the ammo runs out, you can only pick the registered gnomes to get the turret with full ammo. However, this method will change many scripts.
As for balancing, you can change the ammo & damage via cfg file to make it less OP.
Because trust me, being able to keep what's essentially another teammate that can't pinned down by specials, is also perfect aimbot as long as you want can make the game a complete walk in the park and just makes you question why you need your actual teammates in the first place.
and that's not even mentioning its untapped potential for dead-stopping chargers charging, tf2 style, stunning tanks and witches (basically forcing them to climb over it if placed right.) or just straight up preventing horde coming to you through that small door-frame thanks to your well placed turret at the entrance.
As for the turret attack range, yeah, you can also change that manually. There's also fire rate setting near that one. The value is 0.2 if I'm not mistaken. You can reduce it to 0.1 if you want faster fire rate (the minimum value is 0.03, I think, as scripts can't go faster than that).
Yes deffinetly make it 3x melee range, as of now the turret autosniper ANYTHING that moves ANYWHERE and it gets annoying
Also ive myself altered the values in turret.nut and there is a "range" setting you set to 16666, setting this one alone worked for me
As for a feature to edit range, I can add it, but I'll need to set the minimum range too so the turret won't become a joke/ prank (imagine if the shooting range is just about meler range or narrower than that, turret would become just a decoration). Probably higher than 200 (3x melee range), as range lower than that would make turret less effective than flamethrower.