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  2. dustyhansen

    Category Limit

    Ok, thanks. What are categories used for?
  3. scavanger_solo

    DEATHS

    If it does it again i'll send something to you.
  4. Wrecks

    DEATHS

    What’s terminal another plugin? Okay let me know, if you can replicate that’s easier to narrow it down might be a collider issue or something just hit me up
  5. Why does the console keep displaying this message when I load Zone Manager? [WarMode] EXCEPTION: System.NullReferenceException 20/01 22:54:46 [Info] target=BasePlayer, attacker=Beehive
  6. scavanger_solo

    Issue

    It's really weird. It could be our realpve plug-in too maybe.
  7. scavanger_solo

    DEATHS

    I disabled the crafting distance, I think that might be the reason but i really don't know. It happens at random but only to players with a viper crafter or terminal in their base.
  8. Today
  9. Wrecks

    DEATHS

    The only lines in the code that do kills, is on the container, nothing checks on player disconnecting at all.
  10. Anaconda

    Duel Arena

    It works thank you
  11. Wrecks

    Issue

    I doubt it’s the config this sounds super specific for this to only be the sole report. Waiting on replication
  12. You don't happen to have any data as to what hooks are causing the issue by chance? The hooks I subscribe to (for the most part) should only be running when players are on the server. OnActiveItemChanged - Can be disabled by setting the following config option to false: "Display a chat message when a player pulls out a hammer for the first time, reminding them that they can remove deployables" CanNpcEat OnItemRecycle OnDispenserGather OnDispenserBonus OnCollectiblePickup OnLootSpawn OnPlayerDeath OnPlayerAttack OnMaxStackable CanCombineDroppedItem OnServerInitialized - Triggered when the plugin starts. OnMeleeAttack OnNpcTarget - Heavy - Can be disabled by setting "Prevent wild animals from targeting and killing deployed animals?" to false. OnEntityKill OnEntityTakeDamage OnEntityDeath OnEntityBuilt CanBuild OnPlayerInput - Very heavy - Can be disabled by setting "Allow players to use their middle mouse button to remove an item with a hammer (they can still use chat command regardless if they have perms)" to false. OnServerSave
  13. Nobby

    Issue

    I have No idea? Very unlikely to be the configs I`d think, has it just started happening randomly? Do you get any Logged errors at all? Maybe shoot @Wrecks a message, you might have another plugin not playing nicely with Viper Crafting.
  14. macizett

    Duel Arena

    and how is it?
  15. ThePitereq

    Waystones

    If you run /waystone it just prints an help message about that, and it includes the /waystone craft command by default lang file. Maybe you've removed it by mistake.
  16. Wow, see attached plugins.txt, after 3 hours of runtime, DeployableNature consumes 8 GB of "hook memory". Without a single Item deployed. plugins.txt
  17. ok, its good, thank you
  18. Code Brothers

    Bad things happened!

    Interesting, I will look into this and see how it will work in game!
  19. Inrito

    Bad things happened!

    THAT will be sweet....there isn't enough underwater stuff....Max risk, max reward. Honestly, I go back many years to an old song by Chris DeBurg...."Spanish Train" Basically, the Lord and the Devil play poker for the souls of the dead. (Potentially) A, "Ghost Train" could roll in to a stop,(underground),and players could be given a window of time to board the train... Zombies would be the order of the day with the potential of PvP to get to a particular loot room...but only one key will open it, and it only has one use. Trick would be that no one could leave the train until the loot room was opened and dispel the train.
  20. Code Brothers

    Bad things happened!

    Oh why thank you! Really quick, would you happen to have any other event ideas that you would think would be a nice addition, currently on a underwater lab event.
  21. Inrito

    Bad things happened!

    I'm gonna share your plugin to a few server operators I know....this is going to add a wonderful amount of fun!
  22. Code Brothers

    Bad things happened!

    Nice to hear, also I will prevent scientists from spawning in rock piles, thanks for bringing that to my attention!
  23. @puddingking130 Please let me know? (See above)
  24. Deadpool

    Проблема

    The problem is that when the event starts, it immediately shows who the owner is — even though no one has approached the control point yet, and the event owner doesn’t even know they’re the owner.
  25. Inrito

    Bad things happened!

    Enjoy it I do! Nice to have some excitement at the Excavator. Only point I'll bring up is that the Scientists spawn inside the rockpiles....they can shoot out, but I could not hit them.
  26. Hello, okay, I do not have a problem with filtering the messages, if they are clearly "informative", cause it takes some attempts to find a good spawning point. But my observation was, the longer the server runs, the more messages arrive during a burst. For example, it takes a while 'til the first message-flood comes with lets say 10 messages. Then after a while, 20 messages come at once. Then, maybe after a longer pause, 30 or 40 messages come at once. (Numbers are roughly estimated) Overall it blowes up the logfile and I hoped it's some sort of exception you can catch in your code. As I said in an other ticket, SpawnsDatabase integration works for me like a charme. I will use this most of the time. Thanks again for implementing. I think the high memory consumption is not a problem with RoamingNPCs, but with DeployableNature. I filed a bugreport. Best regards, Toli
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