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报告翻译问题
the autocleanup should get them if its active and they fit the requirements for autocleanup.
you can access it via the admin menu to look at its settigns and if neccessary alter them.
while wc is a bit different nothing in it would stop its weapons from targeting stuff that can be targeted by vanilla weapons as long as the targeting rules (for example: allowed to target large grid, small grid, biologicals . . . ) for that weapon are obeyed.
you can tell a vanilla weapon if it is allowed to go after a specific target type and the same is possible in wc, same goes for modded weapons if they are even allowed to be able to target a specific target type.
the only difference in relation to targeting is that wc based weapons can have a minimum target ranges besides the maximum target range and its possible toi have smart projectiles that guide themself to a selected target.
if i remember it correctly there is a possible boss encounter with a scriptshielded npc that you need to hit in a specific point to deactivate the shield and its scriptet beam weapon and it cannot be targetet by ai controlled weapons or damaged outside that specific spot until the shield is destroyed, though its a while since i did get that one.
My turrets track and shoot any other NPC grid automatically when in range and hostile, but its like the boss is considered "ghosted" or something. I can't even lock on with targeting to it, which is a vanilla mechanic.
I have no idea what is going on and i don't understand how any weapon in the game (out of all the mods i have) can ignore shields without even damaging them and hit the ship...
Any info on what might be going on would be much appreciated because i am out of ideas.
And no, i can't tie 50+ turrets, lasers and whatnot into manual targeting... Id likely be blowing myself up if i try to fire.
it should also be possible for it to check to see if the spawngroup is from a MES mod or not already, as all MES mods uses "InventoryComponentDefinition" and their own [Modular Encounters] Tags, while vannila spawngroups uses "SpawnGroupDefinition" tags, so there is no conlifct issues there.
This means that if the part where it disables the vannila spawning system+vannila cargoship conversion system is removed, it should still function correctly in theory