All Activity
- Past hour
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Ok, thanks. What are categories used for?
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If it does it again i'll send something to you.
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Trips started following Announcements
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Trips joined the community
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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
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Vrah z Kampali changed their profile photo
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efero started following Error loading zone manager with active add-on
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Mr01sam started following Error loading zone manager with active add-on
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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
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It's really weird. It could be our realpve plug-in too maybe.
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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.
- Today
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The only lines in the code that do kills, is on the container, nothing checks on player disconnecting at all.
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Storm88 changed their profile photo
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I doubt it’s the config this sounds super specific for this to only be the sole report. Waiting on replication
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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
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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.
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- 49 comments
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- #teleport
- #teleporting
- (and 14 more)
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- 49 comments
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- #teleport
- #teleporting
- (and 14 more)
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Wow, see attached plugins.txt, after 3 hours of runtime, DeployableNature consumes 8 GB of "hook memory". Without a single Item deployed. plugins.txt
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Anaconda started following Builders Oasis
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ok, its good, thank you
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Interesting, I will look into this and see how it will work in game!
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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.
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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.
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I'm gonna share your plugin to a few server operators I know....this is going to add a wonderful amount of fun!
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Nice to hear, also I will prevent scientists from spawning in rock piles, thanks for bringing that to my attention!
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@puddingking130 Please let me know? (See above)
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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.
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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.
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Failed to create agent because it is not close enough to the NavMesh
ToliburtiX replied to ToliburtiX's Support Request in Support
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
