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Everything posted by ZEODE
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Please join my Discord, I can send you a version to test for this fix.
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Thanks for the report, I will check this.
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Thanks for the report, I will look at this, sadly that won’t be for a couple days.
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Being shot wont do this, the only reason it wont land is if called in a place where there isn't room to land. Call in a more open area, I will see if I can add a check to prevent this
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Taken from my Discord. Forgot to post it here, I recommend joining my Discord though: The long awaited (for real!) Bradley Drops update is now released. There is a ton of stuff added and improvements, check out the changelog. Familiarise yourself with the new config options, so much more control and cool features now. I wanted to get this update out first, then release another update soon with a ground up custom write of the AI. As we all know, the AI at the moment is basic to say the least. This will be a huge job but much needed. This will come as soon as I can. Config options now include support for both Server Rewards and Economics, SkillTree or Xperience for XP rewards. Also now included is the ability to specify a custom loot profile from Alphaloot or LootTable GUI plugins for each Heli tier. Or use the native plugin loot table with much improved and more reliable loot spawning logic. Each tier can also specify various options for Bradley scientists, and configurable options for the Bradley’s guns and cannon. The often non functioning top swivelling machine gun turret is now fully functional where it didn’t seem to be before. Fire rate, burst delay and Bradley shell speed are all now configurable. Bradley can now target player controlled auto turrets, while simultaneously engaging surrounding players with its top mounted machine gun. Players hiding behind or inside vehicles to cheese the event will now have no hiding place as the Bradley can target the vehicle instead (in the config). Also added by popular request is an option to remove all timed explosives within the landing radius, again, top stop people cheesing the event. Any issues, please use the help channel. Thanks.
- 255 comments
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- #bradley
- #bradleyapc
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Changed Status from Pending to Closed Changed Fixed In to 1.2.0
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This is not my error, it is a CodeFling feature which adds data to files dynamically using placeholders. It's not from me forgetting anything, the data you see on that line shouldn't be there and isn't typed by me. I will upload a version that wont do that
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There is no such error, try downloading a fresh copy and load that.
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I don’t understand what you mean. If you are getting Heli signals in crates then you must have added them to your loot plugin’s loot table. If you want to make the drop rate less then you need to adjust it in your loot table, it is not controlled by this plugin.
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You can let players buy them using the built in buy command, or place them in your server shop if you have one. You can place them in your server loot table using whatever plugin you use for controlling your loot, it won’t add items to the loot itself.
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Hopefully this weekend, 99% finished, waiting for some testing
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- 255 comments
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- 3
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- #bradley
- #bradleyapc
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Changed Status from Pending to No Response
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Changed Status from Work in Progress to Fixed Changed Fixed In to Next Version
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Also, just saying to turn on friendly fire isn't the answer, surely they turn off friendly fire for a reason, to turn it back on again as a workaround for a plugin conflict is not a solution. A quick look through your support section shows users having conflicts as I explained, this will always be the case unless you provide an API and allow devs to prevent Real PVE interfering in certain hooks under certain conditions. It is 100% necessary, IMO.
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I disagree, I sent you a example showing all the hooks which will affect the working of my plugins Bradley Drops and Heli Signals. What I need and what many other devs will need is an API so that we can prevent the normal behaviour of RealPVE so it doesn't interfere with the working of our plugins. Similar to other PVE plugins that include a API call in their hooks such as "CanEntityTakeDamage" etc like TruePVE and other plugins. Currently there are many hooks which RealPVE will action and do things with that would be unnecessary and unwanted for the correct working of mine and others plugins. We just need a way to prevent RealPVE interfering in those instances.
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Between us we will get the issue resolved
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I have identified many Oxide hooks which are causing conflict with my Heli and Bradley plugins and potentially many other plugins out there too. An API call at the start of these hooks I have identified (and probably many others) that any dev can use in their plugins would be required for complete compatibility now and going forward, not just for my plugins, but for potentially many other plugins out there too. I have forwarded on some modifications to IIIaKa that could be used to make compatible with my plugins alone, but if API calls were implemented, it would be very easy for me to add code to my plugins to handle this and work with any changes made, and any other dev too.
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https://discord.gg/KXJBwZ6uj9