Before the silk road updates, I could spawn and pick up sentries via a command in the text chat via a mod (as long as I had sentries equipped going into the heist I could pick them up, but if I didn't the game crashed) and I had no problem leaving them behind at the end of the heist, regardless of if I had them equipped.
Now the game crashes when I try to pick up the spawned sentries, as well as if I leave any lying around when the heist ends successfully.
Here is my mod code that previously worked:
if peer and peer:unit() then
ammo_multiplier = managers.player:upgrade_value( "sentry_gun", "extra_ammo_multiplier", 1 )
armor_multiplier = managers.player:upgrade_value( "sentry_gun", "armor_multiplier", 1 )
damage_multiplier = managers.player:upgrade_value( "sentry_gun", "damage_multiplier", 1 )
unit = managers.player:player_unit()
pos = managers.player:player_unit():position()
rot = managers.player:player_unit():rotation()
selected_index = nil
if Network:is_client() then
managers.network:session():send_to_host( "place_sentry_gun", pos, rot, ammo_multiplier, armor_multiplier, damage_multiplier, selected_index, unit )
PlayerEquipment.sentrygun_placement_requested = true
else
local shield = managers.player:has_category_upgrade( "sentry_gun", "shield" )
local sentry_gun_unit = SentryGunBase.spawn( unit, pos, rot, ammo_multiplier, armor_multiplier, damage_multiplier )
if sentry_gun_unit then
managers.network:session():send_to_peers_synched( "from_server_sentry_gun_place_result", managers.network:session():local_peer():id(), selected_index, sentry_gun_unit, sentry_gun_unit:movement()._rot_speed_mul, sentry_gun_unit:weapon()._setup.spread_mul, shield )
else
end
end
end
Also, if you know the enemy-type for the bank cops in San Martin, as well as the Federales in Border Crossing, that would be nice.
I have a command to kill enemies, but the non-infinitely-spawned new enemies have a new type, and I cant find it.