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Thank you for looking at my plugin, if you have any questions or if you need help, please open a Support Thread or reach out to me on my Discord at https://discord.gg/KXJBwZ6uj9

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This area is intended for discussion and questions. Please use the support area for reporting issues or getting help.

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Zilch

Posted

Hi - loot stacking still appears to be a problem, anyone else still struggling?

  • Like 1
ZEODE

Posted

16 minutes ago, Zilch said:

Hi - loot stacking still appears to be a problem, anyone else still struggling?

Open a support thread and upload your config please.

rustmmopve

Posted

@Zilcheverything is not working same with heli signals lol

  • Haha 1
ZEODE

Posted

8 hours ago, rustmmopve said:

@Zilcheverything is not working same with heli signals lol

It’s working fine since the issue was identified and fixed. If you still have stacking issues open a support thread with your config file and I’m pretty sure I can identify the issue

MichuX

Posted (edited)

Hello!

Can you make this for each profile instead of general:
image.png.ea4eef4b87ed04551f761f08834a407a.png

 

Regards,

 

 

Edited by MichuX
  • Like 1
CoreSnap

Posted

On 9/12/2024 at 2:49 AM, ZEODE said:

FYI all: Work on the next Bradley Drops update is at the stage where it is nearly ready for testing after adding most of the same features as is in Heli Signals. Once this is done and working as it should, the harder job of re-writing the AI code will be next. This will also need testing before release as the next update. A list of things already completed:

  • Added: SkillTree support
  • Added: XPerience support
  • Added: Custom reward item option
  • Added: New drop method using Hot Air Balloon instead of the now missing parachute prefab (this is fun, wait and see!)
  • Added: Better control over where the signal is thrown, monument support etc.
  • Fixed: OnEntityTakeDamage NRE console spam

ToDo:

  • Add: Option to target players who hide in vehicles
  • Add: Additional Signal skins for Multi drops, wave drops, Expert and Nightmare etc
  • Add: Configurable options for Bradley Scientists
  • Add: Better config options to handle Bradley going into water (depth before destroyed etc)
  • Add: Multi and Wave support (started)
  • Fix: Compatibility with Deployable Nature placed entities
  • Re-Write AI to (hopefully) make Bradley re-path if stuck, hunt players who hide/damage it etc (if possible)

 

You state here that Bradley signals are able to be used in monuments now... however, I don't see anything in the plugin file nor in the config file that shows support for this; ONLY that it's still blocked and not able to be used. Can you please confirm whether or not you are able to use this within monuments? If so, where is the config for this within the file? If not, why? 

Thanks! 

  • Haha 1
ZEODE

Posted

4 hours ago, CoreSnap said:

You state here that Bradley signals are able to be used in monuments now... however, I don't see anything in the plugin file nor in the config file that shows support for this; ONLY that it's still blocked and not able to be used. Can you please confirm whether or not you are able to use this within monuments? If so, where is the config for this within the file? If not, why? 

Thanks! 

Added to the next release version.

  • Haha 1
ZEODE

Posted (edited)

Another update on progress with the latest update, little time so moving slowly, but getting there.

  • Added: SkillTree support
  • Added: XPerience support
  • Added: Custom reward item option
  • Added: New drop method using Hot Air Balloon instead of the now missing parachute prefab (this is fun, wait and see!)
  • Added: Optional CH47 (Chinook) delivery method (looks awesome!)
  • Added: Better control over where the signal is thrown, monument support etc.
  • Fixed: OnEntityTakeDamage NRE console spam
  • Added: Additional Signal skins for Multi drops, wave drops, Expert and Nightmare etc
  • Added: Configurable options for Bradley Scientists

ToDo:

  • Add: Option to target players who hide in vehicles
  • Add: Better options to deal with players cheesing Bradley as it falls with C4 etc
  • Add: Better config options to handle Bradley going into water (depth before destroyed etc)
  • Fix: Compatibility with Deployable Nature placed entities
  • Re-Write AI to (hopefully) make Bradley re-path if stuck, hunt players who hide/damage it etc (if possible)
Edited by ZEODE
  • Haha 1
TuxGeek

Posted

getting this error after the december 5th update 

BradleyDrops.cs        861:76   'PhoneController' does not contain a definition for 'PositionToGridCoord'

  • Like 1
Dead Nasty

Posted (edited)

On 7/9/2024 at 3:20 AM, ZEODE said:

I've answered you several times.

I have started working on it, I don't have an ETA as it's going to be a huge update IF I can work out how to make the AI better. The plugin is sold as is, yes it's maintained and there will be updates. But I am not setting a timescale. I work a full time job, have young kids and a family life which is priority, always. I also have other plugins which break with Rust changes/updates which also require my time.

Now, I'm not going to keep repeating myself. That is my position on things, an update will happen, but there is no ETA and it wont come any faster just because you keep asking. That's just the way it is my guy, life is busy.

6 months ago, any new eta? 

Edited by Dead Nasty
ZEODE

Posted (edited)

5 hours ago, Dead Nasty said:

6 months ago, any new eta? 

Life is busy man, I barely get any seat time at the PC. It will come when it comes, I can't be any more specific than that. I'm currently moving house which should make the situation better so I actually have a PC nearby on my days off work, which for months now I haven't. It's currently packed up in boxes waiting to move on January 5th. So work will recommence on it shortly after that.

I also wish people would understand that all the PM's I get and messages on Discord etc asking for help or reporting issues which turn out to be not issues with my plugins at all, but rather their failure to config them correctly, read documentation or just laziness take up the tiny amount of time I have at the desk. Sometimes these issues take hours of troubleshooting to find out the cause which was nothing to do with me. It's frustrating for me and for people like you waiting for a update. I do what I can, fingers crossed for January after the move.

Edited by ZEODE
  • Haha 1
Dead Nasty

Posted

A turret with explo ammo will attack and kill brad, setting for auto turrets is also false. 

JeffG

Posted

will we be getting brad waves anytime soon

image.png.ebb545889758864f78cdcb72445872a2.png

Mike6FO

Posted

Any way to either lock the NPCs to the player/team when they spawn?  Or a way to disable them from spawning?  Just worried about them attacking other players on PvE if they get too close.

ZEODE

Posted

On 2/21/2025 at 2:03 AM, Mike6FO said:

Any way to either lock the NPCs to the player/team when they spawn?  Or a way to disable them from spawning?  Just worried about them attacking other players on PvE if they get too close.

These options are already added to the next version. Will get it out asap.

  • Like 1
Mike6FO

Posted

Awesome!  Thanks ZEODE!

Deicide

Posted

Hello, Ive had some players report to not being able to mine gibs due to the being too hot or loot boxes due to them being a fire but i have all of that disabled within the plugin. Any ideas?

Deicide

Posted

Just now, Deicide said:

Hello, Ive had some players report to not being able to mine gibs due to the being too hot or loot boxes due to them being a fire but i have all of that disabled within the plugin. Any ideas?

is there also a way that the drop method can be setup differently? Not a huge deal just wondered if there was consideration on using chinook delivery instead of balloon drop

ZEODE

Posted

12 hours ago, Deicide said:

Hello, Ive had some players report to not being able to mine gibs due to the being too hot or loot boxes due to them being a fire but i have all of that disabled within the plugin. Any ideas?

If there was some error during the death of the Bradley it can cause this. There might have been an error in the console in this case.

11 hours ago, Deicide said:

is there also a way that the drop method can be setup differently? Not a huge deal just wondered if there was consideration on using chinook delivery instead of balloon drop

Already implemented and working in the next update. There is a config option for Balloon or CH47 delivery. I will hopefully release it this week or next, then a later update to address the poor AI.

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