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- 332 comments
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root1222 changed their profile photo
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RussDog changed their profile photo
- Today
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My server can't start at all. I've exhausted all fixes and wiped the map 3 times within 2 days, I really need assistance.
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HaniXavi changed their profile photo
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Schizophrenian changed their profile photo
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Erland changed their profile photo
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Hi,.I am just wondering if you have or can make another plugin similar too this one https://payback.fragmod.com/products/tommygun-npc that would further the complexity of what RoamingNPCs can do, like strafing, ducking while shooting, cover seeking and sound investigation etc. I'd happy pay for something similar that works with RomaingNPCs, the one I posted above only works with plugins that use Scientist NPCs, thank you
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- #emerald ranch
- #red dead redemption 2
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That is a question for the shoppy stock dev.
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Changed Status from Pending to Closed
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MrLiquid started following NRE on unload/restart
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Adem started following NRE on unload/restart
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Failed to call hook 'Unload' on plugin 'Space v1.5.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Space+SpaceStation.DestroySpaceStation () [0x00095] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space+SpaceClass.DestroySpace () [0x00005] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space+EventManager.StopEvent (System.Boolean unload) [0x0004b] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space.Unload () [0x00005] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.Space.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01590] in <7e92617286314d189a044c58e948af96>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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KellerBloodTv joined the community
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mecwerks changed their profile photo
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wavey changed their profile photo
- Yesterday
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ok The plugin will be fixed by tomorrow
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It was fixed from him picking it up and replacing it. I.e. when he picked it up, he then had 2 storage adapters and the placement worked fine. it's the exact same issue here. Being hostile towards someone trying to help you fix a persistent issue is unnecessary. I've explained the issue. Will not be buying again.
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The plugin will be fixed by tomorrow
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You didn't read the ticket carefully. That ticket has been resolved and fixed, it has nothing to do with what you're saying! I'll run some tests and fix the plugin. I don't need people to fix plugins for me. Next time, just report the problem you're having and I'll take care of the rest.
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Electrical IO to access underground doesn't work
JackMachine replied to JackMachine's Support Report in Support
Thanks a lot for the fix! Do you know the best way to install the update without my players losing all of their buildings? -
1) The problem is only in one place, you just need to check if the entity is a quarry or not. 2) If its broken, im going to patch it so its not broken, That's the magic of c# scripts. 3) This issue has been reported by someone else, this was 2 months ago. https://codefling.com/files/support/28809-cannot-place-storage-adapters/
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Spirit x0 joined the community
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So 1) I'm not modifying the plugin by changing two lines of code, "but look at the plugin in general to see if I can do this part better," I'm not just making a two-line change... 2) The license doesn't give you any permission to modify the plugin! 3) Has the problem been around for two months? Okay, fine, you just reported it now; no one reported it before, so you could have reported it two months ago. Don't complain if you only reported it now. I'll do some testing and find the best solution to fix the problem.
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Not sure why the need to be rude about it. If you feel like writing a 2 line change a slightly different way to feel better about it then go for it. It's been a problem for 2 months now without a fix.
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The problem is that you always have to have 2 storage adapters to be able to place 1? I'll do some tests and fix the problem, without using other people's code.
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I explained the problem and even pointed to the line of code you need to fix. If you chose to leave your plugin in a semi-broken state, that's up to you.
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- 52 comments
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they say "moving" and keep saying their target is like.. a barrel.. a box... a node.. etc, but even if i set them to aggressive, friendly, random bot behavior.. etc... start them with / without equipment, it bugs out and fails, this has been a huge hassle
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I apologize for the initial bad experience; it should compile for you now. My mistake was that I didn't test the compilation on Oxide. I apologize again. Please download CustomItemDefinitions and AnvilUpgrade again.
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This comes up in console
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two issues : can't close gui // not spawning checkpoints...
Code Brothers replied to GreenCardPVE's Support Report in Support
I will look into this, thank you! -
Visual Off: Sound On: Claude code Everything was applied correctly and without any remnants of the editing error (if (false) no longer appears). The changes in Ganja.cs are now identical to those in the diagnostic copy: Two new dictionaries (lines 186-187) to track effects timers per player. Two new configuration flags (lines 458, 461): enableScreenOverlayEffect and enableJointUseEffects. UseJoint (line 1157) wraps RunEffects with the enableJointUseEffects flag. OnPlayerInput (lines 1416-1461) defers ignite/extinguish/use with NextTick. RunEffects (line 2060+) with the blur/color block protected by enableScreenOverlayEffect, cancellation of previous timers, and anti-race timing adjustment. RemoveEffects (line 2192+) cancels both timers upon disconnection/death. This is the version you can share with the plugin developer along with the diagnosis: the actual bug is isolated to the non-blur/color portion of RunEffects (most likely SHAKE2_EFFECT = takedamage_generic.prefab), and the enableScreenOverlayEffect/enableJointUseEffects flags serve as a live diagnostic tool without needing to recompile between each test.