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Cannot throw signal in Custom Bradley Arena

Pending 1.3.1

Castiel the Shield

Posted (edited)

Hello Mate

 

We have been using a custom made Bradley Arena for some time now. Recently players are reporting issues, that they can no longer throw the signals, to call the Bradley to the custom arena.

When we throw the signal into the center of the arena, we get the below error message.

You cannot call Bradley drop (easy) in or near, signal refunded, check inventory.

 

We have tried to turn off, and even adjust the strict proximity check.

Turning off the proximity check seems to make no difference at all.

And turning the radius settings  down does not make any difference either.

Almost as if changing the proximity check settings does not work.

 

Can we have some assistance please?

 

 

Edited by Castiel the Shield
ZEODE

Posted

Hi, yes it absolutely is related to monuments.

I realised during this update that the monument logic was backwards and was not working correctly. I re-wrote that bit and explained it on the changelog and on the plugin page.

The allow at monuments option is still there, but the list underneath is now an "exception" list, to either allow those certain monuments when allow at monuments is false, or block those monuments when allow at monuments is true.

If you have allow at monuments set to false, which I assume is the case? Then you need to put the arena monument prefab path in there, is there one? Or is it just a generic monument marker?

Castiel the Shield

Posted

So we had allow at monuments not ticked, so false.

To get our custom Arena to allow signals to be used, I had to tick the allow monuments.

Our Arena is a custom prefab, so it has a custom monument marker.

 

 

ZEODE

Posted

41 minutes ago, Castiel the Shield said:

So we had allow at monuments not ticked, so false.

To get our custom Arena to allow signals to be used, I had to tick the allow monuments.

Our Arena is a custom prefab, so it has a custom monument marker.

 

 

Does the monument have a prefab string then, like other monuments?

If there is you can set to false and put that prefab path in the exception list to exempt it and allow players to throw it.

if not and you set allow at monuments to true, thy can throw anywhere which I assume is not desirable. So you could add the prefab path of every monument that you then want to block.

the first option is the easiest, is that possible? If not I will have to look into how to better handle custom monuments.

Castiel the Shield

Posted

Is is possible to set the filter to not allow at monuments. But be able to allow the Prefab by the Custom monument name?

 

EG we call our Bradley arena "Bradley1".

ZEODE

Posted

The way the monuments filter works is that whatever you have set in "Allow Players to Call Bradleys at Monuments", the list is an exception list. So if you have "Allow Players to Call Bradleys at Monuments": false,

Any monument prefabs you have in the list will allow players to drop there. eg:

"Allow Players to Call Bradleys at Monuments": false,

"Monuments (Prefabs) to Either Block or Allow When Allow at Monuments is Either True or False": [
  "assets/bundled/prefabs/autospawn/monument/large/airfield_1.prefab",
  "assets/bundled/prefabs/autospawn/monument/large/powerplant_1.prefab"
]

The above would block all monuments except airfield and powerplant.

Now, if you have it like this:
 

"Allow Players to Call Bradleys at Monuments": true,

"Monuments (Prefabs) to Either Block or Allow When Allow at Monuments is Either True or False": [
  "assets/bundled/prefabs/autospawn/monument/large/airfield_1.prefab",
  "assets/bundled/prefabs/autospawn/monument/large/powerplant_1.prefab"
]

All monuments will be allowed, except airfield and powerplant.

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