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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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liuyan1220

Posted

"purchases-maxdaily (in seconds, 0 to disable)": 5, invalid.

ThePitereq

Posted

On 4/11/2024 at 5:05 AM, liuyan1220 said:

"purchases-maxdaily (in seconds, 0 to disable)": 5, invalid.

whats wrong? do you use most recent version?

liuyan1220

Posted

Yes, the latest version I used, the maximum purchase is invalid, and I also deleted the configuration and regenerated it, but it is still invalid.

ThePitereq

Posted

17 hours ago, liuyan1220 said:

Yes, the latest version I used, the maximum purchase is invalid, and I also deleted the configuration and regenerated it, but it is still invalid.

wdym it's invalid, it doesn't count or it counts but it doesn't lock the purchase?

liuyan1220

Posted

16 hours ago, ThePitereq said:

wdym 无效、不计入或计入但不锁定购买?

比如我设置了5个上限,他不计入,依旧是0/5

liuyan1220

Posted

1 minute ago, liuyan1220 said:

比如说我设置了5个上限,他不计入,依然是0/5

It is set that only the tank owner can hurt the tank, but others can also hurt the tank, no team, no clan, no friends.

ThePitereq

Posted

33 minutes ago, liuyan1220 said:

It is set that only the tank owner can hurt the tank, but others can also hurt the tank, no team, no clan, no friends.

I see the issye of the limit, will be fixed in next version.
About the damage, no errors in console?

liuyan1220

Posted

10 hours ago, ThePitereq said:

我看到了限制的问题,将在下一个版本中修复。
关于损坏,控制台没有错误吗?

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

(10:38:43) | Failed to run a 1.00 timer in 'RoadBradley v1.6.4' (NullReferenceException: )

at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)

at Oxide.Plugins.RoadBradley+<>c__DisplayClass70_0.<OnGibSpawned>b__0 () [0x00000] in <4d72190a4d334d96b98b149694eb6744>:0

at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <cd7231f30b444d86bc6cca8a53cdd2ea>:0

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.

EllieCat

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
liuyan1220

Posted

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

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?

Mirabel

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.

liuyan1220

Posted

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

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.

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