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Error on update.

Work in Progress 1.0.0

0g.Ghost.7373
0g.Ghost.7373

Posted

[Oxide.Plugins.NPCsController+BaseBrainCustomNpc Error]: BrainTick: System.NullReferenceException: Object reference not set to an instance of an object
  at Oxide.Plugins.NPCsController+BaseBrainCustomNpc.FindNearestEntities () [0x00028] in <e67391c174a248df94fbf719a4d71f32>:0 
  at Oxide.Plugins.NPCsController+BaseBrainCustomNpc.BrainTick () [0x0000e] in <e67391c174a248df94fbf719a4d71f32>:0 

Updating and got that..

  • Like 1
walkinrey

Posted

is it spamming? does it affect the bots?

0g.Ghost.7373

Posted

Other than a random 1 to 3 "Failed to create agent because there is no valid NavMesh" now and then, the bots seem to load up fine..

It just gave that error when I updated.  I stopped the 2 plugins,  backed everything up, deleted the Bots file and uploaded the new files then loaded the new .cs files.

I did notice one thing, I had it using Rusts names last version, when it updated, that got turned to false. And they showed up on the map as NPC with no name..

I turned it back on they showed up as numbers. I had to turn on to use your random names file. SO now no more Bob, and other regular names unless I want to edit your name file. 

 

0g.Ghost.7373

Posted

Spoke too soon.  

The Oxide.Plugins.NPCsController+BaseBrainCustomNpc Error]: BrainTick: System.NullReferenceException: Object reference not set to an instance of an object error just came up.

Not sure what's causing it. The bots seem to be working file.
 

  • Like 1
walkinrey

Posted

can i see your config? we haven't seen any NRE errors for hundreds of hours of tests on the server

0g.Ghost.7373

Posted

Seems to be only when I reloaded the RoamingNPCs plugin. Only happened twice. One when I first installed and once when I changed to use names. Since then its been fine, I even did a few test reloads. So not sure what caused it.

FandangoChristmas

Posted

1 hour ago, 0g.Ghost.7373 said:

Seems to be only when I reloaded the RoamingNPCs plugin. Only happened twice. One when I first installed and once when I changed to use names. Since then its been fine, I even did a few test reloads. So not sure what caused it.

Letting you know I'm experiencing the exact same thing as you. The reload causes that error as well. I will continue to monitor this support thread.

  • Like 1
Mathew Richards

Posted

 [NPCsController] Loading 'RoamingNPCs' to parent's request: 'NPCs Controller v2.1.0 by walkinrey & Max39ru'
Loaded plugin NPCs Controller v2.1.0 by walkinrey & Max39ru [2362ms]
[NPCs Controller] [Navigation] Game navmesh: stock Gen2 — a single mesh, no agent types.
Loaded plugin Roaming NPCs v1.0.0 by walkinrey & Max39ru [561ms]
[NPCs Controller] [Navigation] Rebuilding the game navmesh under buildings with upgraded blocks: buildings 9, blocks 1852.
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
[Advert Messages]  /mymini /myheli, /myattck 
Unknown command. Available: killall | reinit | checkpos | vis | stashvis | recvoice | tp | totp
Bots reinitialized.
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
Failed to create agent because there is no valid NavMesh
John[742613884] was killed by Alfred[561619493] at (1548.20, 0.39, 986.98)
Failed to create agent because there is no valid NavMesh
 

 

i have done a full clean install and still this coming up

 

  • Like 1
walkinrey

Posted

14 minutes ago, Mathew Richards said:

Failed to create agent because there is no valid NavMesh

It appears on bot spawn because it tries to find a navmesh. It doesn't affect the bots. We'll try to hide this msg in next update

  • Like 1
walkinrey

Posted

Changed Status from Pending to Work in Progress

  • Like 1
FandangoChristmas

Posted

Do any of you guys run a custom map, or a map with missing monuments? I do not have most of the vanilla monuments on my map and lots of prefabs missing like the power line towers ect. I wonder if that would make these messages pop up about the navmensh?

Her_Toxic_Man

Posted

6.10. 11:45:55 [Info] Failed to create agent because there is no valid NavMesh

6.10. 11:45:55 [Info] Failed to create agent because there is no valid NavMesh

6.10. 11:45:55 [Info] Failed to create agent because there is no valid NavMesh

6.10. 11:45:55 [Info] Failed to create agent because there is no valid NavMesh

6.10. 11:45:55 [Info] Failed to create agent because there is no valid NavMesh

6.10. 11:45:55 [Info] Failed to create agent because there is no valid NavMesh

6.10. 11:45:55 [Info] Failed to create agent because there is no valid NavMesh

I have the same problem. As soon as I use the `/rnpc reinit` command, I can trigger it—and then it just keeps spamming over and over.

Her_Toxic_Man

Posted

The bots no longer have names either—just numbers—and are no longer recognized by Deathnotes.

Her_Toxic_Man

Posted

And it’s not accepting my config anymore; I have everyone set to 'defensive,' but they all run away as soon as you shoot at them.

FandangoChristmas

Posted

Just now, Her_Toxic_Man said:

The bots no longer have names either—just numbers—and are no longer recognized by Deathnotes.

I followed direction and backed up my files, then deleted the bot file in data, and uploaded the new plugins., but Im not even sure mine even compiles, it doesnt show as compiled in c.plugins, and any plugin commands do not work for me and I see no permissions loaded. I followed direction and backed up my files, then deleted the bot file in data, and uploaded the new plugins. I do get all these errors though from above. my server is rebooting in a few minutes, I will see how its doing after a reboot.

Her_Toxic_Man

Posted (edited)

.

Edited by Her_Toxic_Man
Her_Toxic_Man

Posted

3 minutes ago, FandangoChristmas said:

I followed direction and backed up my files, then deleted the bot file in data, and uploaded the new plugins., but Im not even sure mine even compiles, it doesnt show as compiled in c.plugins, and any plugin commands do not work for me and I see no permissions loaded. I followed direction and backed up my files, then deleted the bot file in data, and uploaded the new plugins. I do get all these errors though from above. my server is rebooting in a few minutes, I will see how its doing after a reboot.

I also had to restart to get both plugins to load; the `o.reload` commands didn't work afterwards.

I followed the instructions, too: I backed up the config, deleted the data folder, and uploaded the data from the zip file.

They loaded after the restart, but unfortunately, they aren't accepting my config anymore—they don't have names, just numbers—and my killfeed doesn't react when they are killed.

Her_Toxic_Man

Posted

I’m going to keep using a previous version where everything worked until the update comes out; in its current state, it’s unusable.

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