Help needed How do you set up signals for base attacks?

Discussion in 'General Discussion' started by MrGReaper, Mar 6, 2021.

  1. MrGReaper

    MrGReaper Lieutenant

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    We set up the max amount of turrets on our base (man that limit is annoying), a shield and some red flashing lights.
    In the control panel I have set up a signal to trigger them.
    So we get the base attack alert, go to control panel, pull lever, turrets unfold out, main lights go off, red flashing lights go on....it looks AWESOME.. (no sirens though...whats with that?)
    What we want to do is automate it, base under attack? send the signal, but i dont see how to do it?

    Does the base alert send a hidden signal we can latch onto?
    Is what I am trying impossible?
    Thanks in advance
     
    #1
    zaphodikus likes this.
  2. There is no way to automatically tie it into the base attack alert message. Simply not possible.

    Your only option, and I don't recommend it, would be to use motion sensors and have those motion sensors turn the turrets on when something is detected.

    I don't recommend it for many reasons though.
    For one the range on the sensors is too small. Even using multiples of them you are still going to have tons of blind spots.
    You would have to use potentially hundreds of sensors all laid out in a 3d grid to cover the full firing area of your turrets, which will create issues trying to setup the signal logic behind it.

    I just recommend leaving the turrets on.
    Also, since the retractable turrets don't automatically pop out (it's tied into power), I see no reason to ever use them other than for aesthetics.
    A switched off turret does you no good when you need it, so having them retractable is basically pointless.
     
    #2
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  3. MrGReaper

    MrGReaper Lieutenant

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    Damn.

    The aesthetics of it is what we are going for, I mean the red flashing lights going on as the turrets unfold and the main lights shutting off is completly pointless from a functional point of view but then so is all the deco stuff.

    I am guessing multiple sensors would cause issues performance wise?
     
    #3
  4. ravien_ff

    ravien_ff Rear Admiral

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    Unless you manually enabled it, this is disabled by default. You can change it of course in your game options.
     
    #4
  5. MrGReaper

    MrGReaper Lieutenant

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    Like with the ships though the block limit set to false does not seem to effect turrets, it will not let any more be placed
     
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  6. ravien_ff

    ravien_ff Rear Admiral

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    Then something is broken with your gameoptions.yaml file under your save game because it definitely does work for turrets.
     
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  7. MrGReaper

    MrGReaper Lieutenant

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    #7
  8. ravien_ff

    ravien_ff Rear Admiral

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    Code:
    EnableMaxBlockCount: False
    That looks correct.
    The game won't let you place more than the max count of turrets? It should still let you even though it tells you there's a limit still.
    If you use EAH try checking the setting there too.
     
    #8
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  9. MrGReaper

    MrGReaper Lieutenant

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    Yeah it shows them as red and when you try to place it says about the max amount.
    Dont think I can use EAH with GPOrtal, I need to read through its thread again but it looked like that is something you use to help host the server on your local machine? (will look again when more awake, its 5am here)
     
    #9
  10. ravien_ff

    ravien_ff Rear Admiral

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    Sorry I can't be more help. Maybe try contacting GPortal support for assistance. Sorry to get off topic too but it's possible other settings aren't being applied correctly either for your server so worth looking into maybe.
     
    #10
  11. Is that exactly how it is in the file in the actual save folder? If so the spacing seems all wrong.

    For example, EnableMaxBlockCount should only have 2 spaces in front of it, but on that pastebin yours shows 4 spaces in front of it.
    - ValidFor: [ SP, Survival ] should have 0 spaces in front of it, but yours shows 2 spaces.

    Every line in the file seems to have 2 too many spaces in front. Maybe it's just me or I'm just really missing something.....

    That looks like the one in the scenario folder and not the save folder in all my saves.
     
    #11
  12. ravien_ff

    ravien_ff Rear Admiral

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    Server hosts sometimes use the wrong format for the game options file. This usually requires you to upload a fixed copy to the server manually.
     
    #12
  13. MrGReaper

    MrGReaper Lieutenant

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    We have turned off base attacks, and later turned them back on using the file.....Yaml can be VERY touchy on these I know, but have checked the format in notepad++ as well and aall *seems* ok
     
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  14. MrGReaper

    MrGReaper Lieutenant

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    Looks like i can use EAH lite, just setting that up now.
    Also never any need to apologise for helping, even if it doesnt fix the issue the attempt is always appreciated
     
    #14
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  15. japp_02

    japp_02 Commander

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    Did you ever notice that your base got attacked when you are away? In MP maybe, but never in single player...So the discussion is purely academic, you can leave and switch off power, or keep the base and turrets powered when you leave. And if you are present when an attack pops-up, where's the problem please? Also you never need maximum nr. of turrets to deal with some drones or other attacks. The biggest danger comming from AI is when a troopship succeeds in deploying its NPC troops, here plenty of sentry guns at the critical entrances would be enough, the danger is that they get inside and destroy your core thus invading your base, to protect your base even more make a good placement of your core.
    Actually if a troopship comes, I switch off the turrets and let them land so I can do more loot after killing them :)
     
    #15
    Last edited: Mar 8, 2021

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