Bradley respawning faster than expectedSolved
I have the Bradley enabled to respawn at the default time rate, 30-45. And it has been consistently respawning like 5 minutes later after someone kills it. The default is disabled too, so it's not a problem of a double spawn. I also noticed that if I have "TurnOffEvents" enabled to true, but Bradley set to false, it still disables the default one. I know the bradley event is a separate command in the server config to enable/disable outside of server events, so maybe just a separate line in the json config to toggle that? Under the old Automated Events file I always liked having the default bradley on as that respawn timer was good for me. Regardless, Im still having issue with the respawn timer not being the 30-45 minutes that is set in the json.
If players kill the bradley just before the next timer is set to go off it can appear to spawn quickly. So it can spawn and be set to spawn in 30 minutes, and they kill it 25 minutes late, the next one will spawn 5 minutes later. It does not set the respawn based on death, rather a fixed timer. I had code for that, but it was problematic, so I decided to go for a more reliable and consistent schedule. If this is a feature that more than three operators would use I will look into resolving the issues resetting the timer upon death had.
If you turn off events, it turns them all off. It is an all or nothing toggle to keep it simple. The server setting for events is not reliable, that is why that setting exists.

Thanks for the quick reply. So would a potential work around for me be to "hard-code" in my server config to disabel server events, but keep bradley enabled in it. Then disable "TurnOffEvents" in the json file and disable Bradley in the json as well? Assuming that should get the Brad to be on the vanilla schedule, but keep the Cargo/Chinook/AttackHeli/SupplyDrop all on Automated Events?

I've been devlving into the coding of plugins, so I can definitely understand the frustration and challenges with certain things.

I'll look at putting the old code in and making it an option.

Merged post

Added the global option to reset the timer upon killing an event.

Merged post

Note this resets the base entity so if you run plane crash, pilot eject etc, this will reset the timer for th plan and helicopter respectively.
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