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CarbonAliases Extension is required only if your server runs on Oxide!

Addon isn't required on Carbon servers!

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  • Update details
    v1.8.13
    Released
    Download size 227.74 kB
    Total versions 56
    Typical update pace About every 12 days
    Freshness Updated yesterday

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

Recommended Comments



SlayersRust

Posted

How do I disable the automatic spawning of Bradleys on the roads? I just want to have the option to do /buytank enabled and they only spawn when someone purchases them.

ThePitereq

Posted

53 minutes ago, SlayersRust said:

How do I disable the automatic spawning of Bradleys on the roads? I just want to have the option to do /buytank enabled and they only spawn when someone purchases them.

Remove all random spawns from config section in the "default", ot set min. amount of players to thing like 9999

Vic

Posted

> o.reload RoadBradley
Added '// Reference: 0Harmony' in plugin 'RoadBradley'
Oxide.Ext.CarbonAliases is referenced by RoadBradley plugin but is not loaded
Ignored unexpected plugin compilation failure: RoadBradley
[CSharp] Started Oxide.Compiler v1.0.28.0 successfully
Error while compiling RoadBradley: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 26, Pos: 17

SlayersRust

Posted

This plugin keeps stalling my servers after being on for a while every time I try using it again. I think it has to do with the CarbonAliases DLL because everytime I remove this I no longer get any stalls.

YaCat

Posted

How to disable scientists generated by Bradley?

ThePitereq

Posted

On 5/3/2024 at 4:55 AM, Vic said:

> o.reload RoadBradley
Added '// Reference: 0Harmony' in plugin 'RoadBradley'
Oxide.Ext.CarbonAliases is referenced by RoadBradley plugin but is not loaded
Ignored unexpected plugin compilation failure: RoadBradley
[CSharp] Started Oxide.Compiler v1.0.28.0 successfully
Error while compiling RoadBradley: The type or namespace name 'CarbonAliases' does not exist in the namespace 'Oxide.Ext' (are you missing an assembly reference?) | Line: 26, Pos: 17

Install CarbonAliases 

 

On 5/3/2024 at 3:21 PM, SlayersRust said:

This plugin keeps stalling my servers after being on for a while every time I try using it again. I think it has to do with the CarbonAliases DLL because everytime I remove this I no longer get any stalls.

There is no way that CarbonAliases can stall your server. Extension is open-source and you can check the code, all it does it helps compiling plugin + works with ImageLibrary, so it has no real usage after plugin compilation.

18 hours ago, EllieCat said:

How to disable scientists generated by Bradley?

Will try to implement full support for new npsc this week. Sorry for no release of that before, but couldn't find time. 😞

Hakkai

Posted

does anyone know why i now cannot loot my bradley kills anymore?

20240507215147_1.jpg

ThePitereq

Posted

19 hours ago, Hakkai said:

does anyone know why i now cannot loot my bradley kills anymore?

20240507215147_1.jpg

You've updated plugin to most recent version which is almost full rewrite.
newest version contain alternative crtate lock method which is more performant than regular one.  It unlocks crates after a while (time in cofniguration). You can change it back to fireballs in config.

oplataru

Posted

Error while compiling RoadBradley: 'BradleyAPC' does not contain a definition for 'TrySpawnScientists' | Line: 159, Pos: 94

  • Like 1
Viktorvill

Posted (edited)

Error while compiling RoadBradley: 'BradleyAPC' does not contain a definition for 'TrySpawnScientists' | Line: 159, Pos: 94

Edited by Viktorvill
r4gingm00se

Posted

On 4/11/2022 at 4:14 PM, ThePitereq said:

Yes. You can add as many tiers as you want. There is no limit ^^
Here you have one of my configurations:
image.png.36f28588bf55ac4b0bb73acf5b55e9bd.png

How do I get the UI to look like this photo?

Dragoness Faye

Posted

9 hours ago, r4gingm00se said:

How do I get the UI to look like this photo?

That is the old UI, I don't think it's possible to go back to it.

ThePitereq

Posted

On 6/15/2024 at 10:24 PM, liuyan1220 said:

Custom, the user-defined item reported an error and was invalid.

Hey, not sure what's the issue. Can you describe it more + create ticket for that, can't handle errors in comment sections, sorry.

HunterZ

Posted (edited)

Just bought this, and I have a couple questions/comments:

1. I'd like this to attack scarecrows (halloween zombies) as I have those enabled on my server, but "Targeting - Target NPC" seems to accomplish nothing?

2. If I try to open a different route in the route editor when one is already open, I get an exception in the server console, and the route editor UI turns blank but stays open until I log out and back in.

3. The Bradley health bar that appears never seems to disappear. Is this intentional? Seems like it should go away if no damage is dealt after some amount of time, or if the player ends up a certain distance away.

4. If I disable "Tank Route - Use longest path", it doesn't seem to spawn at all. My players are asking for more variation in spawning, so I was hoping there was a way to make it pick randomly from one of the >30 auto-generated paths? I think I somewhat understand now: There are basically 3 modes: Use longest path, use automatic path list, use explicit path list - possibly with some overlaps? Might be nice to have "use M longest paths" or "use top N% longest paths". Also might be nice to be able to prefer paths near high-tier monuments. For now I'll just manually tune this on a per-map basis probably.

5. Why did Bradley respawn after only 7 minutes when I set `"Spawns - Respawn Time (in seconds)": 3150,` and `"Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 450,`? Could it be that a repeating timer in `OnServerInitialized()` is running in parallel to the config-driven one? Edit: Yep, commenting that out seems to have fixed it - I'm just not sure if it will break online player count requirements for spawning. It might be worth considering consolidating respawn alarms into a single member variable, so that the alarm state can be queried, (re)set, cleaned up on plugin unload, etc.

6. The respawned Bradley got stuck on the wreckage of the destroyed one, but I'm not getting any stuck notices after several minutes.

7. I noticed that with "use all default routes" it was picking some very short ones. I tried setting a 100 checkpoint minimum, and it narrowed things down - but when I viewed them in the route editor, some of them have checkpoint numbers starting at 116 or so; seems like a possible bug? Edit: It seems it's because there are checkpoints going in each direction, so probably not a bug.

8. When I set "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" to 5, I get over a dozen scientists. What's that about?

Edit: If it matters, I'm running with Carbon and PopUpAPI.

Edited by HunterZ
ThePitereq

Posted

On 6/22/2024 at 12:13 AM, HunterZ said:

Just bought this, and I have a couple questions/comments:

1. I'd like this to attack scarecrows (halloween zombies) as I have those enabled on my server, but "Targeting - Target NPC" seems to accomplish nothing?

2. If I try to open a different route in the route editor when one is already open, I get an exception in the server console, and the route editor UI turns blank but stays open until I log out and back in.

3. The Bradley health bar that appears never seems to disappear. Is this intentional? Seems like it should go away if no damage is dealt after some amount of time, or if the player ends up a certain distance away.

4. If I disable "Tank Route - Use longest path", it doesn't seem to spawn at all. My players are asking for more variation in spawning, so I was hoping there was a way to make it pick randomly from one of the >30 auto-generated paths? I think I somewhat understand now: There are basically 3 modes: Use longest path, use automatic path list, use explicit path list - possibly with some overlaps? Might be nice to have "use M longest paths" or "use top N% longest paths". Also might be nice to be able to prefer paths near high-tier monuments. For now I'll just manually tune this on a per-map basis probably.

5. Why did Bradley respawn after only 7 minutes when I set `"Spawns - Respawn Time (in seconds)": 3150,` and `"Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 450,`? Could it be that a repeating timer in `OnServerInitialized()` is running in parallel to the config-driven one? Edit: Yep, commenting that out seems to have fixed it - I'm just not sure if it will break online player count requirements for spawning. It might be worth considering consolidating respawn alarms into a single member variable, so that the alarm state can be queried, (re)set, cleaned up on plugin unload, etc.

6. The respawned Bradley got stuck on the wreckage of the destroyed one, but I'm not getting any stuck notices after several minutes.

7. I noticed that with "use all default routes" it was picking some very short ones. I tried setting a 100 checkpoint minimum, and it narrowed things down - but when I viewed them in the route editor, some of them have checkpoint numbers starting at 116 or so; seems like a possible bug? Edit: It seems it's because there are checkpoints going in each direction, so probably not a bug.

8. When I set "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" to 5, I get over a dozen scientists. What's that about?

Edit: If it matters, I'm running with Carbon and PopUpAPI.

Hey!
1. NPCs might differ from Scarecrows as they are different entity type. It

2. Hm, didn't prepared for that i think. will secure it in next update.

3. It's a planned thing that should be available on next version as i am aware of that.

4. Cool idea can make something like that.

5. Will take a look at it.

6. Method wasn't changed from older version so it should work, if it doesn't do the unstuck it means that some entities are getting killed, or it's moving slightly, or the timer broke before and you didnt't realised (error)

8. It's an option for max spawns per wave, so tank can have several waves and it multiplies. It's rust value and not sure if it works correctly. Didnt had time to make my bots yet.

Thanks for all the info, i'll note it and will fix/update on next version.

  • Love 1
HunterZ

Posted

Thanks!

Follow-ups:

1. Your response to the Scarecrows question seems to have got cut off.

8. Does that mean "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" is really a number of waves, and the number of scientists per wave is determined by base game logic? Just trying to understand what exactly turning that knob does so that I can figure out the best setting for my server.

Another thing:

9. My players suggested it might be nice if each Road Bradley could jump/respawn to a different route if not taken for too long. I suspect this would be nontrivial because you'd have to maintain timers for each spawned Bradley, but thought I should pass it along.

ThePitereq

Posted

8 hours ago, HunterZ said:

Thanks!

Follow-ups:

1. Your response to the Scarecrows question seems to have got cut off.

8. Does that mean "Scientist Options - Amount Of Scientists To Spawn (might not spawn all of them)" is really a number of waves, and the number of scientists per wave is determined by base game logic? Just trying to understand what exactly turning that knob does so that I can figure out the best setting for my server.

Another thing:

9. My players suggested it might be nice if each Road Bradley could jump/respawn to a different route if not taken for too long. I suspect this would be nontrivial because you'd have to maintain timers for each spawned Bradley, but thought I should pass it along.

8. It's not number of waves, its max number of scientists that can spawn on each wave.

9. Not sure if things like that will be added, maybe in future but not plans for things like that.

oplataru

Posted

Hello. Has anyone had experience with duplicating items multiple times in a container? When the container is completely filled with items, the config states that there should be no more than 5 items.

"Loot - Min. Crates": 3, "Loot - Max. Crates": 3, "Loot - Min. Items Per Crate": 3, "Loot - Max. Items Per Crate": 5, "Loot - Loot Table": [}

TeaGuy Jordan

Posted

On 5/7/2024 at 8:53 PM, Hakkai said:

does anyone know why i now cannot loot my bradley kills anymore?

20240507215147_1.jpg

it is because you are with in building priv range of a TC , hold E and open.

TeaGuy Jordan

Posted

having a few issues at the moment
 

  1.  /tankroute doesnt seem to work, so trying to remove a road from spawning does not seem possible, if I use the gun to remove the points nothing happens the ui all seems to pop up I receive gun but shooting and using shift and duck doesn't seem to also do anything is there something else I can do or try to remove the road off the spawn list.

     
  2. Tanks summoned used to destroy items in the path that was set, buildings / junkpiles etc, players have reported for a little while it hasn't been doing this is this a reported issue or anyone else noticed this?

     
  3. When a Tank is destroyed it is no longer globally making an announcement which tank was killed and who killed it.
     
  4. Tanks when they was stuck for some time, on strange roads, street poles and such, the tank used to teleport to the start of the road with a message, has this been reported before as a fault?


    TIA

ThePitereq

Posted

On 7/2/2024 at 5:34 PM, TeaGuy Jordan said:

it is because you are with in building priv range of a TC , hold E and open.

oh, didin't thought about tc range in this solution will take a look on that to prevent doing additional action

3 hours ago, TeaGuy Jordan said:

having a few issues at the moment
 

  1.  /tankroute doesnt seem to work, so trying to remove a road from spawning does not seem possible, if I use the gun to remove the points nothing happens the ui all seems to pop up I receive gun but shooting and using shift and duck doesn't seem to also do anything is there something else I can do or try to remove the road off the spawn list.

     
  2. Tanks summoned used to destroy items in the path that was set, buildings / junkpiles etc, players have reported for a little while it hasn't been doing this is this a reported issue or anyone else noticed this?

     
  3. When a Tank is destroyed it is no longer globally making an announcement which tank was killed and who killed it.
     
  4. Tanks when they was stuck for some time, on strange roads, street poles and such, the tank used to teleport to the start of the road with a message, has this been reported before as a fault?


    TIA

 

 

1. you can modify only custom routes, as static ones (X_Edited) are always generated on plugin startup. If you want to remove road from pool you need to add it to blacklist in the config.

2. Hm, i think i've got something like this report, but it was so random and no details that i ignored that because i had no evidence. Will take a look at that.

3. It should announce globally when tank is spawned by server, and only to attackers if it's owned by someone. Something wrong with that?

4. It should teleport, but it should only if it has been stuck for more than 20 seconds i think. Something wrong with that also?

TeaGuy Jordan

Posted

22 hours ago, ThePitereq said:

oh, didin't thought about tc range in this solution will take a look on that to prevent doing additional action

1. you can modify only custom routes, as static ones (X_Edited) are always generated on plugin startup. If you want to remove road from pool you need to add it to blacklist in the config.

2. Hm, i think i've got something like this report, but it was so random and no details that i ignored that because i had no evidence. Will take a look at that.

3. It should announce globally when tank is spawned by server, and only to attackers if it's owned by someone. Something wrong with that?

4. It should teleport, but it should only if it has been stuck for more than 20 seconds i think. Something wrong with that also?


1. We tried adding the roads to the blacklist but it still didn't seem to cooperate when purchasing still

2. Ok thanks for that.

3. It used to announce even the player purchased Bradleys, we personally do not use the random spawned ones only via player purchase.

4. Yes it just sits there against a lamp post / walls / bus stops for example.

 

HunterZ

Posted

FYI the new traveling vendor only spawns on maps of size 4000 or greater. ThePitereq might want to think about adapting Road Bradley to a mod that calculates good routes and spawns traveling vendors on smaller maps 🙂

HunterZ

Posted

My server is configured for a single normal Bradley to exist, and to respawn 2700 +/- 900 seconds after being killed.

Unfortunately it seems to often respawn more quickly than that - including almost instantly after the first kill of this month's force wipe.

This seems to be because `OnServerInitialized()` starts a forever-repeating timer that causes a new Bradley to respawn every 10-15 minutes from server start, regardless of whatever else might be configured. Changing this `Timer.Every()` call to a `Timer.Once()` call fixes it, but it would be nice to get an official fix so that I don't have to keep remembering to reapply it on every update.

ThePitereq

Posted

On 8/2/2024 at 2:17 AM, HunterZ said:

My server is configured for a single normal Bradley to exist, and to respawn 2700 +/- 900 seconds after being killed.

Unfortunately it seems to often respawn more quickly than that - including almost instantly after the first kill of this month's force wipe.

This seems to be because `OnServerInitialized()` starts a forever-repeating timer that causes a new Bradley to respawn every 10-15 minutes from server start, regardless of whatever else might be configured. Changing this `Timer.Every()` call to a `Timer.Once()` call fixes it, but it would be nice to get an official fix so that I don't have to keep remembering to reapply it on every update.

Oh, now you reminded me that i think i had report or i found it by myself someday, but totally forgot about this thing as i didn't mentioned it anywhere in my to-do list.
will fix that in next update, sorry for the trouble~!

  • Love 1

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