RocketTurrets

RocketTurrets 2.0.29

Added config option 'Allowed rocket types (ammo.rocket.basic, ammo.rocket.hv, ammo.rocket.fire)' to each turret config
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Reactions: IDerpsI
Added config option for AA turret to target patrol helicopter
Added config option for AA turret to target CH47
Added config option for all turrets to target NPCs
This update will reset your data file. Existing rocket turrets will be removed

Added config option "Turret limit per building (-1 is disabled)"
Removed config option to set damage for AA turrets
Added config option "Damage multiplier" for each turret type which scales the rockets damage values
Save/Restore rocket launcher ammo type and current contents (fixes 1 ammo consumption on load when launcher should already have a rocket in it)
Fixed a issue with inventory that would make the server think it had multiple rocket launchers (fixes rocket launcher not being created when plugin loads and inability to place ammo in container)
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Reactions: rustybeachcomber
Change rockets fired from AA turrets to only apply the damage value set in the config
Initialize the damage type list for rockets straight away so if a plugin does kill the rocket as it spawns it doesnt throw a NRE
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Reactions: TeeJayAwreka
Set rocket launcher ammo definition to whatever gets loaded in to it
This update requires Oxide v2.0.4973 or later
Fixed for Rust update
check if container is null or entity owner is destroyed in CanAcceptItem
Disable damage from rockets, run damage calculations manually so we can included helicopters
AA turrets ignore horses and other turrets
Set trigger layer to interact with vehicledetailed layer so AA turrets can target helicopters. Unsure if this will have any adverse side effects elsewhere but its the only logical option?
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Reactions: Black_demon6
Work around Rust auto-targeting attackers
Added config option for VIP turret limits
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Reactions: ShuarS