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Everything posted by ZEODE
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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- 315 comments
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- 1
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- #bradley
- #bradleyapc
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Fixed in the next version, but it might not be out for a little while. If you are interested in having the updated version before I release the official update, hit me up on my Discord.
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Changed Status from Work in Progress to Fixed
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Changed Status from Pending to Closed
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Changed Status from Pending to Not a Bug
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Hi, thanks for the report, you're AI report is not entirely accurate. For starters, my plugin is not responsible for spawning Bradley crates, it merely sets the number of crates to spawn when it dies. The native Rust code spawns the crates. You are correct, the crates are somehow falling below the map. This is happening depending on where the Bradley is spawned and the terrain around it. Native Rust Bradley only spawns in Launch Site, which is flat terrain. When the Bradley dies the crates spawn without issue on the flat ground. You are not alone in seeing this happen, although it always used to be rare. In a future update I will take over the spawning of crates so that this cannot happen. It wont be out for a little while, but will be ASAP>
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I’m not familiar with Skills 2.0, but all you need is to be able to grant users the permission for each tier. if there is an issue with Skills doing this, you will have to take it up with the author of that plugin as I have no idea how it works.
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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Thanks for the report, I think I can see the issue and it can be easily fixed. I will work it into the next update.
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- 443 comments
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- #helicopter
- #helicopters
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- 443 comments
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- #helicopter
- #helicopters
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Hi, yes the first issue is already resolved and will be fixed in the next update. The warning message is harmless and can be ignored. The second issue "Failed to create agent because it is not close enough to the NavMesh" is not related to HeliSignals or the Patrol Helicopter at all, it is related to a walking NPC, most probably a scientist. This error is common where there are custom monuments with NavMesh errors or missing NavMesh. Especially is you use BotReSpawn where it can spawn and allow NPC to move where they wouldn't normally.
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Changed Status from Pending to Closed
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Changed Status from Pending to No Response
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Changed Status from Pending to No Response
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Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
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I could yeah, I will look at adding it as an option soon.
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- 315 comments
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- 1
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- #bradley
- #bradleyapc
- (and 14 more)
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What happens when you have that config value set to false?
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That sounds like the way most would do it and how I would yes, using ExtraLoot is the best way to ensure they get those items. The chance system in the normal loot table handles the rest.
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Changed Status from Pending to Fixed Changed Fixed In to Next Version
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I think I see what is happening., for starters you have this set to false "Only Allow Event Owner/Team to Attack Deployed NPCs": false, So this should mean anyone can hurt/kill the NPC. But because my plugin assigned them an OwnerID, I assume one of your other plugins, such as LootDefender maybe, or another similar PvE plugin that prevents other players interacting/damaging owned entities, in this case the NPCs. I will release a fix to address this shortly. As an FYI, if you only want the owner and team to kill the NPC, you should change this to true, after the fix: "Only Allow Event Owner/Team to Attack Deployed NPCs": true,