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bradleys stuck on each other

Closed 0.5.0

Covfefe
Yac Vaguer

Posted

Did you forced the started of the event several times with the command or this happen just waiting the interval time? 

Did you happen to have an interval time very low? 

 

Also please share your config file 

Covfefe

Posted

No, I did not force start

{
  "Event Start every [sec]": 300.0,
  "Duration of the event [sec]": 9999.0,
  "Warning time before the Event Spawn [sec]": 120.0,
  "Warning time before the Event Ends [sec]": 300.0,
  "Amount of Zombies around the crates": 8,
  "Amount of guards protecting the main building": 10,
  "Activate Snipers Npc": true,
  "Guards Settings": {
    "Name": "Water Treatment Security",
    "Health": 150.0,
    "Roam Range": 8.0,
    "Chase Range": 100.0,
    "Attack Range Multiplier": 2.0,
    "Sense Range": 85.0,
    "Target Memory Duration [sec.]": 30.0,
    "Scale damage": 0.4,
    "Aim Cone Scale": 1.0,
    "Detect the target only in the NPC's viewing vision cone? [true/false]": false,
    "Vision Cone": 135.0,
    "Speed": 7.5,
    "Disable radio effects? [true/false]": false,
    "Is this a stationary NPC? [true/false]": false,
    "Remove a corpse after death? (it is recommended to use the true value to improve performance) [true/false]": true,
    "Wear items": [
      {
        "ShortName": "hoodie",
        "SkinID (0 - default)": 941172099
      },
      {
        "ShortName": "shoes.boots",
        "SkinID (0 - default)": 869007492
      },
      {
        "ShortName": "roadsign.jacket",
        "SkinID (0 - default)": 2803024010
      },
      {
        "ShortName": "coffeecan.helmet",
        "SkinID (0 - default)": 2803024592
      },
      {
        "ShortName": "pants",
        "SkinID (0 - default)": 1313091292
      }
    ],
    "Belt items": [
      {
        "ShortName": "rifle.lr300",
        "Amount": 1,
        "SkinID (0 - default)": 0,
        "Mods": [
          "weapon.mod.flashlight"
        ],
        "Ammo": ""
      },
      {
        "ShortName": "syringe.medical",
        "Amount": 5,
        "SkinID (0 - default)": 0,
        "Mods": [],
        "Ammo": ""
      },
      {
        "ShortName": "grenade.f1",
        "Amount": 1,
        "SkinID (0 - default)": 0,
        "Mods": [],
        "Ammo": ""
      }
    ]
  },
  "Snipers Settings": {
    "Name": "Water Treatment Security",
    "Health": 150.0,
    "Roam Range": 20.0,
    "Chase Range": 100.0,
    "Attack Range Multiplier": 2.0,
    "Sense Range": 85.0,
    "Target Memory Duration [sec.]": 30.0,
    "Scale damage": 0.4,
    "Aim Cone Scale": 1.0,
    "Detect the target only in the NPC's viewing vision cone? [true/false]": false,
    "Vision Cone": 135.0,
    "Speed": 7.5,
    "Disable radio effects? [true/false]": false,
    "Is this a stationary NPC? [true/false]": false,
    "Remove a corpse after death? (it is recommended to use the true value to improve performance) [true/false]": true,
    "Wear items": [
      {
        "ShortName": "hoodie",
        "SkinID (0 - default)": 3031048156
      },
      {
        "ShortName": "shoes.boots",
        "SkinID (0 - default)": 2511111623
      },
      {
        "ShortName": "jacket",
        "SkinID (0 - default)": 3023836945
      },
      {
        "ShortName": "pants",
        "SkinID (0 - default)": 3031050852
      },
      {
        "ShortName": "metal.facemask",
        "SkinID (0 - default)": 3037689021
      }
    ],
    "Belt items": [
      {
        "ShortName": "rifle.bolt",
        "Amount": 1,
        "SkinID (0 - default)": 562396268,
        "Mods": [
          "weapon.mod.flashlight"
        ],
        "Ammo": ""
      },
      {
        "ShortName": "syringe.medical",
        "Amount": 5,
        "SkinID (0 - default)": 0,
        "Mods": [],
        "Ammo": ""
      }
    ]
  },
  "Discord Webhook URL": "",
  "Activate verbose debug mode": false,
  "Spawn Bradley in the event": true,
  "Spawn Snipers in the event": true,
  "Spawn Guards in the event": true,
  "Spawn Zombies in the event": true,
  "Spawn Sam Sites in the event": true,
  "Send missions details to the players?": true,
  "Icon to use for messages": 76561199486270644,
  "Message Prefix Size": 13,
  "Message Prefix Color": "#d06c31",
  "Message Prefix Text": "[The Water Treatment Plant]",
  "Message Color": "#FFFFFF",
  "Message Size": 13
}

 

Yac Vaguer

Posted (edited)

It seems that the duration of the event is longer than Event Interval, so this means that the event will start again, but the previous event will end. 

This anyways shouldn't happen, so I will make a fix for it. In the meantime, you should change the configuration to the make the duration of the event lower than Event Start every 

  "Event Start every [sec]": 300.0,
  "Duration of the event [sec]": 9999.0,

It should be soemthing like the one as follows 

  "Event Start every [sec]": 7200.0,
  "Duration of the event [sec]":  4800,


I hope this can fix your issue 

 

Edited by Yac Vaguer
Covfefe

Posted

Oh I see, I thought the plugin knows when the event is completed, then waits 5 minutes before starting another. That's how all my other event plugins work like Harbor event, gas station event, etc etc.

Yac Vaguer

Posted

Your logic is not wrong, it is me that I didn't think about this case 

But I will patch it soon to work as you are expecting, it doesn't make sense to keep starting the event even when the event already started 😓

 

Thank you for reporting 

  • Like 1
Yac Vaguer

Posted

Changed Status from Pending to Work in Progress

Yac Vaguer

Posted

Changed Status from Work in Progress to Closed

DodgeMan

Posted

Yes I too have this issue still. Its not verifying the event is over, before starting a new one. Possibly not ending correctly on its own timed interval? This also happens when you manually trigger it as a test and then it starts with the timer. Should have checks in place to block multiple spawns of the event. Otherwise love it! so do the players so far.

Yac Vaguer

Posted

@dodgeman

 

When the event start is forcing the finishing of the previous event, same when you unload the event. 

Can you share your config file with me, and please add in the config the option "Debug verbose" to true before so you can see what is happening in the console

DodgeMan

Posted (edited)

Let me re run this event and test it out a few more times after the update. The config is default, all I disabled was the npc radio sounds. I'm sure it will be ok now. But I think it would be best even if someone has timers set wrong to make a check in place to see if its already running, and if it is put warning its already running to end it first. That way it cant be manually triggered by other admins.

Edited by DodgeMan
Yac Vaguer

Posted

Remember to reset the config because I changed quite a lot the options 

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