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Message added by ZEODE,

PLEASE NOTE: Since Facepunch removed the usual Parachute prefab, the Bradley will not parachute down from the plane currently. Instead it will fall without, but the plugin will still work normally otherwise. I am working at ways to try and fix this for the new parachute prefab, which eludes me at the moment. Hopefully this will be resolved soon.

Message added by ZEODE,

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/jnyg3FvDnc

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ZEODE

Posted

13 hours ago, J2 said:

when i use the kill code,the bradley gones,but this show up。

image (1).png

Thanks for the report, if you get a minute, please open a support thread with this issue so I can keep track of it and update you when it is fixed. Thanks.

Dead Nasty

Posted (edited)

Pretty sure players calling in drops at excavator broke the arm. was fine for 2 weeks, players were taking several brads at exc and the arm disappeared. Have the setting to destroy things under the brad. may want to look into this : ) players be throwing c4 before it lands getting free loot pretty much. 

Edited by Dead Nasty
ZEODE

Posted

14 hours ago, Dead Nasty said:

Pretty sure players calling in drops at excavator broke the arm. was fine for 2 weeks, players were taking several brads at exc and the arm disappeared. Have the setting to destroy things under the brad. may want to look into this : ) players be throwing c4 before it lands getting free loot pretty much. 

Thanks for the report, will definitely look into this. I will have to write a check that makes sure they can’t call at monuments. 

  • Love 1
J2

Posted

Locked Crate Loot Can't use ,always default loot

ZEODE

Posted

24 minutes ago, J2 said:

Locked Crate Loot Can't use ,always default loot

Please open a support thread

Dead Nasty

Posted

On 8/31/2023 at 1:51 AM, ZEODE said:

Thanks for the report, will definitely look into this. I will have to write a check that makes sure they can’t call at monuments. 

Thanks for the fast update!! 

  • Like 1
ZEODE

Posted

On 9/1/2023 at 1:04 PM, J2 said:

Locked Crate Loot Can't use ,always default loot

 

On 9/2/2023 at 2:42 AM, Dead Nasty said:

Thanks for the fast update!! 

Both issues fixed. Update to latest version 🙂

Dead Nasty

Posted

Just noticed this after the update, not sure if it was there before or not tbh. 

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: SuperCard - False (Boolean), BradleyDrops (True (Boolean))

doesnt really do anything that i've noticed. just a heads up. 

ZEODE

Posted (edited)

8 hours ago, Dead Nasty said:

Just noticed this after the update, not sure if it was there before or not tbh. 

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: SuperCard - False (Boolean), BradleyDrops (True (Boolean))

doesnt really do anything that i've noticed. just a heads up. 

The issue is not with my plugin. According to the rules of writing code on Oxide, the hook CanCombineDroppedItem should return either null or true, because this hook returns values object. Hooks which return bool values can return either null, true or false.

So the author of the other plugin is incorrect in this case.

Edited by ZEODE
  • Like 1
wierdcato

Posted

Is there a way to get this to spawn in loot? Boxes etc`?

ZEODE

Posted

23 hours ago, wierdcato said:

Is there a way to get this to spawn in loot? Boxes etc`?

Yes, add the custom skinned supply signals to the loot tables of your loot plugin 🙂

Dead Nasty

Posted (edited)

On 9/7/2023 at 7:53 AM, ZEODE said:

The issue is not with my plugin. According to the rules of writing code on Oxide, the hook CanCombineDroppedItem should return either null or true, because this hook returns values object. Hooks which return bool values can return either null, true or false.

So the author of the other plugin is incorrect in this case.

i just removed the super card plugin for now. but am now getting: 

Failed to call hook 'OnEntityTakeDamage' on plugin 'BradleyDrops v1.1.11' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.BradleyDrops.OnEntityTakeDamage (BradleyAPC bradley, HitInfo info) [0x00264] in <89179951a3a7459f82a10a3f50e0da1f>:0

at Oxide.Plugins.BradleyDrops.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005bd] in <89179951a3a7459f82a10a3f50e0da1f>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e3740cd7ab6f40909737d74eeeaf1a8a>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <032ab7611607468ebf42c14e3cf9df20>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <032ab7611607468ebf42c14e3cf9df20>:0

Edited by Dead Nasty
P.L Isolation

Posted

Here is an interesting one i've never seen before, No water around and despawned instantly.

 

image.thumb.png.9f75be856f692f4544ff5ccd64630f80.png

ZEODE

Posted

6 hours ago, P.L Isolation said:

Here is an interesting one i've never seen before, No water around and despawned instantly.

 

image.thumb.png.9f75be856f692f4544ff5ccd64630f80.png

That means the Bradley fell through the map. Make sure you set drag to 0.5 or above in the config to stop this happening. Anything below that can sometimes cause the Bradley to fall through the map in certain circumstances. If you have any other issues, please use the correct Support Page. Thanks.

Papa Bear

Posted (edited)

Thanks for the report, will definitely look into this. I will have to write a check that makes sure they can’t call at monuments. 

I don't see an option to turn this off.  My players like to drop it at airfield and launch, but now they can't.  For now, I'm going to revert to one of my old saves to get the last version before 1.1.11 -

I searched the Config for "Monument" ... but nothing.  I did delete my config and reloaded the plugin, same thing. 


I see this option in Heli Signals and I see in the .CS File that it's there, but I only see the  restriction of monuments in the Bradley Plugin .. nothing to allow it.  Can you add those lines into a new version.  I know you're waiting on the Parachute issue, but this would help a lot.  Some players like to add more to the monuments they take, by adding a heli and/or a bradley to the fight. 

 

 

 



Thank you,

Bear

Edited by Papa Bear
ZEODE

Posted

On 10/21/2023 at 11:48 PM, Papa Bear said:

Thanks for the report, will definitely look into this. I will have to write a check that makes sure they can’t call at monuments. 

I don't see an option to turn this off.  My players like to drop it at airfield and launch, but now they can't.  For now, I'm going to revert to one of my old saves to get the last version before 1.1.11 -

I searched the Config for "Monument" ... but nothing.  I did delete my config and reloaded the plugin, same thing. 


I see this option in Heli Signals and I see in the .CS File that it's there, but I only see the  restriction of monuments in the Bradley Plugin .. nothing to allow it.  Can you add those lines into a new version.  I know you're waiting on the Parachute issue, but this would help a lot.  Some players like to add more to the monuments they take, by adding a heli and/or a bradley to the fight. 

 

 

 



Thank you,

Bear

Hmmm, I will look into this and add a config option in the next update.

duvvskaja2

Posted

hi. chinook empty and error

306682192_.png.088b74dcc2c177bbd188b3409f1dadf7.png

ZEODE

Posted

On 11/20/2023 at 2:27 PM, duvvskaja2 said:

hi. chinook empty and error

306682192_.png.088b74dcc2c177bbd188b3409f1dadf7.png

This is the discussion page, please open a Support Thread so I can keep better track of issues. Also, you haven't posted the whole error message. Please include the entire error in your support thread. What you posted has the important first part of the message missing.

Stark

Posted

@ZEODE I know you're doing alot and it's great - both Bradley and Heli plugins are amazing. (Told ya to increase the price remember? lol) 

Would it be possible for Bradley Drops to have this option: "Bradley Drop (Easy)": {
        "Number of Bradleys called to the player": 1" 

I've ripped this from Heli Signals and wondered if possible a player can call multi Bradleys to fight at once (NOT WAVES) 

 

 

ZEODE

Posted

5 hours ago, Stark said:

@ZEODE I know you're doing alot and it's great - both Bradley and Heli plugins are amazing. (Told ya to increase the price remember? lol) 

Would it be possible for Bradley Drops to have this option: "Bradley Drop (Easy)": {
        "Number of Bradleys called to the player": 1" 

I've ripped this from Heli Signals and wondered if possible a player can call multi Bradleys to fight at once (NOT WAVES) 

 

 

Hi, thanks!

Yes I intend to add similar features to this plugin. As soon as I have time. 👍🏻

  • Like 1
Dead Nasty

Posted

Just a heads up. doesnt affect anything that i can see.

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: BradleyDrops - True (Boolean), DeployableNature (False (Boolean)).

Was told by imthenewguy that it's brad drops that needs the itemcombine fixed for the error  as i dropped this for him as well. 🙂

 

 

ZEODE

Posted (edited)

On 12/4/2023 at 11:23 PM, Dead Nasty said:

Just a heads up. doesnt affect anything that i can see.

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: BradleyDrops - True (Boolean), DeployableNature (False (Boolean)).

Was told by imthenewguy that it's brad drops that needs the itemcombine fixed for the error  as i dropped this for him as well. 🙂

 

 

According to Umod/Oxides’ coding rules, hooks which return type object should return either true or null.

IMG_6732.png.9a64b29bb1a5df0f5fd012d77ea7129a.png

Hooks which return type bool can return true, false or null. Therefore my plugin return value is correct, and the author of the other plugin is incorrect.

https://umod.org/documentation/games/rust#cancombinedroppeditem

Edited by ZEODE
Dead Nasty

Posted

12 hours ago, ZEODE said:

According to Umod/Oxides’ coding rules, hooks which return type object should return either true or null.

IMG_6732.png.9a64b29bb1a5df0f5fd012d77ea7129a.png

Hooks which return type bool can return true, false or null. Therefore my plugin return value is correct, and the author of the other plugin is incorrect.

https://umod.org/documentation/games/rust#cancombinedroppeditem

you were correct and he is updating it. sorry for the confusion. and thanks for the help. appreciated. 

  • Like 1
SlayersRust

Posted

No matter what speed I set the Bradley Drops to it flies right through the ground with no Parachute. How do I fix this?

Here is the speed I use

    "Parachute Drag (Lower = Faster. eg: 0.6)": 1.0,

Screenshot 2023-12-10 at 7.32.09 PM.png

ZEODE

Posted (edited)

1 hour ago, SlayersRust said:

No matter what speed I set the Bradley Drops to it flies right through the ground with no Parachute. How do I fix this?

Here is the speed I use

    "Parachute Drag (Lower = Faster. eg: 0.6)": 1.0,

Screenshot 2023-12-10 at 7.32.09 PM.png

Although the parachute is not visible, the Bradley drop still acts as if it were there. Drag still works as before, so I always recommend anything 0.5 and over. Not sure why it’s falling through the map for you. I’m working and won’t be able to look at this or test until Tues.

Please also note, this is not the correct place for support issues. Please create a thread in the support section with this issue, so I can properly keep track of issues.

Edited by ZEODE

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