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issue with waves

Fixed 1.2.1 1.2.2

IlIDestroyerIlI

Posted

When a player throws a wave and it was to close to something he gets back a normal bradley signal back ( easy ) 
When a player throws a wave and it succeeded the wave wont start only 1 bradley ( the first one ) will spawn and after that its done. 

it seems like the plugin does not recognize the wave 

ZEODE

Posted

4 hours ago, IlIDestroyerIlI said:

When a player throws a wave and it was to close to something he gets back a normal bradley signal back ( easy ) 
When a player throws a wave and it succeeded the wave wont start only 1 bradley ( the first one ) will spawn and after that its done. 

it seems like the plugin does not recognize the wave 

I am looking into an issue with waves not spawning correctly, although so far it’s been from balloon delivery. Was it CH47 method? I will look into the refund issue too.

46 minutes ago, IlIDestroyerIlI said:

chinook got stuck and was not able to delete it in any way 

image.png

Reloading the plugin should kill any existing Bradleys or CH47 entities, did it not do this? I am looking into a way to override CH47 obstacle avoidance to allow it to fly closer to buildings. The reason it’s stuck is it’s called too close to the base. Try and advise your players to call further away from buildings. When I fix it, they should still not call too close or it can still be an issue.

  • Like 1
IlIDestroyerIlI

Posted

The issue with the waves was with the CH47 method. After the chinook got stuck multiple times on multiple locations when players called them in i switched back to the balloon. 
The chinook did not despawn after unloading / reloading the plugin, to remove the chinook the server needed a restart. 

IlIDestroyerIlI

Posted

FYI, also a different issue. 
Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyGuards - False (Boolean), BradleyDrops (True (Boolean))

I contacted the dev of bradleyguards. 

 

ZEODE

Posted

16 hours ago, IlIDestroyerIlI said:

FYI, also a different issue. 
Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BradleyGuards - False (Boolean), BradleyDrops (True (Boolean))

I contacted the dev of bradleyguards. 

 

My plugin only acts on Bradleys spawned by my plugin, I have a check in there to make sure. I'm guessing the other plugin does not have any such check, so it is conflicting. The other dev should add a check in there to prevent that.

ZEODE

Posted

Changed Status from Pending to Fixed

Changed Fixed In to Next Version

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