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Everything posted by ZEODE
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- 285 comments
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- #bradley
- #bradleyapc
- (and 14 more)
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- 285 comments
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- #bradley
- #bradleyapc
- (and 14 more)
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- 285 comments
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- #bradley
- #bradleyapc
- (and 14 more)
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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Cannot throw signal in Custom Bradley Arena
ZEODE replied to Castiel the Shield's Support Request in Support
Changed Status from Pending to No Response -
Changed Status from Pending to Fixed Changed Fixed In to Next Version
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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Changed Status from Pending to Closed
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I understand what you are saying, sadly players will always fine ways to exploit events and working together like that in a PVE environment is one such way. In fact my plugin is designed around PVE mainly, there are lots of PVE friendly features, and it is actually very compatible for PVE servers. As a server owner, you set the rules, if players are cheesing events and exploiting, that is up to you how you handle that. I cannot code for every edge case scenario where players exploit. If I was in your position I would communicate the rules to the players and impose warnings and punishments to those that are caught exploiting, after all, in the end they ruin the whole server experience for all the other players, who might then stop playing there. There are many options in the config to prevent other players from other teams collaborating to exploit the event. Turning on damage to other players and their placed objects or buildings would soon stop it. If you are worried about innocent players being hurt or bases damaged, you can do what a lot of server do and have a specific Bradley arena or island where no players bases will be allowed. There are lots of options you could use to prevent this. I appreciate the feedback, and you will see there are many measure in the config designed to make this kind of thing harder, but I cannot stop it in all cases, that is on you. Thanks.
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The status says fixed in Next Version, it hasn’t been released yet. I’ll release when I can. I can’t just push an update for one issue while I’m working on other stuff too and other features. Often people reach out to me in Discord and I’ll send them a WIP version with a fix for them to tie them over until the next update. But your attitude sucks. This month has been particularly busy and stressful IRL, I won’t drop everything going on to fix a plugin for one person. I’m done with this, it will be updated when I can. I’m not saying anymore.
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Nothing but unresolved issues? Are you OK? Bit dramatic don’t you think? Just because you didn’t get an answer to your thread in the time you wanted, seriously man. $20 for this is nothing, if only you knew the HUGE number of hours that goes into a plugin of this size and complexity, but sure, sit there and moan about spending $20 and then complaining about issues caused by your own config. Would I rather respond to all issues in better time? Sure! But as I've explained to people previously, this is a hobby for me. I work very long hours and have young kids. I’ll deal with issues when I can. Now the issue above with OnLootSpawn means something became null during that hook call, when the loot spawned the container. it could have been the container/crate itself. Usually an error like that means a conflict with another plugin. But it’s impossible to know what exactly without any useful information, which you haven’t provided. A stack trace on its own with no context or explanation isn’t always helpful. Useful info would be if the crate spawns, if the loot is correct, if the crate is empty, and other similar info. Seriously though, chill with the attitude, it doesn’t make me want to help you at all quite honestly.
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Créez un profil BotReSpawn personnalisé pour les Bradleys. Si vous utilisez le profil par défaut, le PNJ n'apparaîtra pas. Avec un profil personnalisé, il apparaîtra. Create a custom BotReSpawn profile for the Bradleys, if you try and use the default profile it does not spawn the NPC. But use a custom profile and it will.
- 285 comments
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- #bradley
- #bradleyapc
- (and 14 more)
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- 411 comments
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- #helicopter
- #helicopters
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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This is already fixed a few days ago, it will be in the next update and yes, there is a config section to add prefabs. Currently by default cell wall, gate and netting causes the bug. But it will be fixed in the next update.
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- 411 comments
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- #helicopter
- #helicopters
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No, images are not local. There are no images, the only thing required is the Skin IDs, these are not images and they do not require image URLs to function, as with any Rust skin. If you want to add signals to your shop, that is when you require image URLs. In that case, you should save the images off the plugin page and host them somewhere for your convenience.
- 411 comments
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- #helicopter
- #helicopters
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That debug code was left in by mistake and will be removed in the next update. You can turn off debug logging in the config also.
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- 411 comments
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- #helicopter
- #helicopters
- (and 17 more)
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- 411 comments
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- #helicopter
- #helicopters
- (and 17 more)
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I cannot reproduce this error, it is working fine for me. Have you found the issue yet? So I can assist further, please upload your config file, either here or in DM
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- 285 comments
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- #bradley
- #bradleyapc
- (and 14 more)
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To fix it you need to upload your config file for 1.2.7, then update to 1.3.0 first, then 1.3.1, then to 1.3.2. In future it won’t matter about the version you update from, previously it hasn’t mattered either, but I should have made it clear to update in a certain order or added backward compatibility, so it’s kind of my bad. Anyway, update in the order I said and it’ll be fine then. Don’t forget there will be extra config options for you to then configure.
- 285 comments
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- #bradley
- #bradleyapc
- (and 14 more)
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- 285 comments
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- #bradley
- #bradleyapc
- (and 14 more)
