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Is it possible to change the default mode sentries are placed in? Currently mine are placed in the standard mode, but I only ever use AP mode

A Steam discussion post I found suggests it is possible, as well as disabling the toggle action, but links to a dead pastebin page

Being able to place sentries in AP mode would be a great time and ammo saver

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  • If mods are okay for you, you can try Wolfhud, it has a setting for that: steamcommunity.com/app/218620/discussions/8/135514287302191315
    – Sentry
    Dec 2, 2017 at 10:33
  • @Sentry thanks, it'd be nice if this was possible without a mod, but I doubt that's possible. On the other hand, I managed to get the code in the discussion to work, will post it as an answer in a bit (still fiddling with some things)
    – phflack
    Dec 3, 2017 at 19:22

1 Answer 1

0

The only solution I've found so far is to use a mod

Using the code from the Steam discussion post (thanks for the link, @Sentry), I got it working

  1. Install the mod loader, BLT
  2. Create the APSentry mod
    • Create an APSentry folder in Steam\SteamApps\common\PAYDAY 2\mods\
    • Create a mods.txt file in the APSentry folder
    • Create a APSentry.lua file in the APSentry folder

mods.txt contents:

{
    "name" : "APSentry",
    "description" : "Places sentries as AP sentries",
    "author" : "",
    "contact" : "",
    "version" : "1",
    "updates" :
    [
        {
            "revision" : 1,
            "identifier" : "APSentry"
        }
    ],
    "hooks" :
    [
        {"hook_id" : "lib/units/interactions/interactionext", "script_path" : "APSentry.lua"}
    ]
}

APSentry.lua contents:

local setup_original = SentryGunFireModeInteractionExt.setup

function SentryGunFireModeInteractionExt:setup(...)
    managers.enemy:add_delayed_clbk("sentry_switch_" .. tostring(self._unit:key()), callback(self, self, "_auto_switch_firemode"), 0)
    return setup_original(self, ...)
end

function SentryGunFireModeInteractionExt:_auto_switch_firemode()
    if self:is_owner() then
        if not self._sentry_gun_weapon._use_armor_piercing then
            self:interact(managers.player:player_unit())
        end
        self:set_active(false)
    end
end
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  • Couldn't figure out a way to format the code in the bullet points, looking back on it, it'd probably be more cluttered that way
    – phflack
    Dec 14, 2017 at 2:51

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