nice turret mod, looking good, then it occurred to me... rocket turrets... now Ive looked at your script, duplicated what you have done, added a 3rd turret, changed some bits and have managed to get it to make a rocket turret, which loads up rockets and fires them when held, just cant seem to get it to do it when deployed.. (also would it be possible to do a flame turret??, your mods get my creative brain thinking)
<item name="HD Junk Turret Rocket Launcher">
<property name="Tags" value="turret,weapon,ranged,reloadPenalty,attIntel lect,perkTurrets,canHaveCosmetic"/>
<property name="CustomIcon" value="Adv Junk Turret" />
<property name="DisplayType" value="rangedGun"/>
<property name="HoldType" value="67"/>
<property name="Meshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>
<property name="HandMeshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurretHeld_Prefab.prefab"/>
<property name="DropMeshfile" value="#Other/Items?Weapons/Ranged/JunkTurret/junkTurret_Prefab.prefab"/>
<property name="Material" value="MJunkTurretParts"/> <property name="Weight" value="4"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="RepairTools" value="resourceRepairKit"/>
<property name="Group" value="Ammo/Weapons"/>
<property name="Stacknumber" value="1"/>
<property name="EconomicValue" value="950"/>
<property name="SellableToTrader" value="true"/>
<property name="RequiredPower" value="15"/>
<property name="ShowQuality" value="true"/>
<property class="Action0">
<property name="Class" value="Launcher"/>
<property name="Delay" value=".8"/>
<property name="Magazine_items" value="ammoRocketHE,ammoRocketFrag"/>
<property name="Reload_time" value="2"/>
<property name="Sound_start" value="m136_fire"/>
<property name="Sound_repeat" value=""/>
<property name="Sound_end" value=""/>
<property name="Sound_empty" value="dryfire"/>
<property name="Sound_reload" value="m136_reload"/>
<property name="Particles_muzzle_fire" value="rocketLauncherFire"/>
<property name="Particles_muzzle_smoke" value="nozzlesmoke_m136"/>
<property name="ScopeOffset" value="0,0,0"/>
<property name="SideOffset" value="0,0,0"/>
<property name="BarrelOffset" value="0,0,0"/>
<requirement name="CVarCompare" cvar="_underwater" operation="LT" value=".98"/>
</property>
<property class="Action1">
<property name="Class" value="SpawnTurret"/>
<property name="Turret" value="turretJunk"/>
</property>
<effect_group name="gunJunkTurret">
<passive_effect name="MaxRange" operation="base_set" value="20"/>
<passive_effect name="DamageFalloffRange" operation="base_set" value="70"/>
<passive_effect name="DamageFalloffRange" operation="perc_add" value="-.2,.2"/> <!-- random effective rng -->
<passive_effect name="BlockDamage" operation="perc_add" value="-.15,.15"/> <!-- random BlockDmg -->
<passive_effect name="BlockDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
<passive_effect name="EntityDamage" operation="perc_add" value="-.15,.15"/> <!-- random EntityDmg -->
<passive_effect name="EntityDamage" operation="perc_add" value=".1,.5" tier="2,6"/> <!-- tier bonus -->
<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkTurrets"/>
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/>
<passive_effect name="DegradationMax" operation="perc_add" value="-.2,.2" tags="perkTurrets"/>
<passive_effect name="RoundsPerMinute" operation="perc_add" value="-.1,.1"/>
<passive_effect name="MagazineSize" operation="base_set" value="1"/>
<passive_effect name="WeaponHandling" operation="perc_add" value="-.08,.08"/>
<passive_effect name="BlockDamage" operation="base_set" value="1"/>
<passive_effect name="RoundsPerMinute" operation="base_set" value="30"/>
<passive_effect name="BurstRoundCount" operation="base_set" value="1"/>
<passive_effect name="MagazineSize" operation="base_set" value="6"/>
<passive_effect name="ReloadSpeedMultiplier" operation="base_set" value="1"/>
<passive_effect name="SpreadDegreesVertical" operation="base_set" value="7"/>
<passive_effect name="SpreadDegreesHorizontal" operation="base_set" value="7"/>
<passive_effect name="SpreadMultiplierAiming" operation="base_set" value=".15"/>
<passive_effect name="SpreadMultiplierCrouching" operation="base_set" value=".8"/>
<passive_effect name="SpreadMultiplierWalking" operation="base_set" value="1.5"/>
<passive_effect name="SpreadMultiplierRunning" operation="base_set" value="2"/>
<passive_effect name="KickDegreesVerticalMin" operation="base_set" value="10"/>
<passive_effect name="KickDegreesVerticalMax" operation="base_set" value="10"/>
<passive_effect name="KickDegreesHorizontalMin" operation="base_set" value="-.5"/>
<passive_effect name="KickDegreesHorizontalMax" operation="base_set" value=".5"/>
<passive_effect name="IncrementalSpreadMultiplier" operation="base_set" value="0"/>
<passive_effect name="WeaponHandling" operation="base_set" value="1"/>
<passive_effect name="JunkTurretActiveRange" operation="base_set" value="30"/>
<passive_effect name="DegradationMax" operation="base_set" value="100,600" tier="1,6" tags="perkTurrets"/>
<passive_effect name="DegradationPerUse" operation="base_set" value="0.5" tags="perkTurrets"/>
<passive_effect name="ModSlots" operation="base_set" value="1,1,2,2,3,4" tier="1,2,3,4,5,6"/>
<passive_effect name="ModPowerBonus" operation="perc_add" value=".10" tags="EntityDamage"/>
<passive_effect name="ModPowerBonus" operation="base_add" value="200" tags="EconomicValue"/>
</effect_group>
</item>