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unloading

Pending 1.1.2

nol

is it normal when your server scheduled a restart the this plugin unload itself but when i tried to reload it i keep getting a message like this

(15:23:31) | Could not load plugin 'BotRespawn' (no plugin found with that file name) - even i know that the file was in that folder

so I just keep reloading the plugin till it accepts it.

so everyday the bot is missing to the point that i need to reload it everyday.

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Hi,
Looks like someone has renamed the plugin, or some other plugin is trying to load/unload it with a mistake in the name.

It's BotReSpawn, with the capital S.

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Ah, I see. That makes sense.
There are no circumstances where BotReSpawn unloads itself.

Without any intervention, can you tell me from the server logs if it's loading then being unloaded, or just not loading at all?

If it's being unloaded then I can only guess some other plugin may be unloading it?

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I am thinking also that maybe there are conflicts, is there a best way to find this logs? or do i need to restart my whole server again for this?

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i went to those logs and did not find any unload or load logs for the BotReSpawn plugin, i couldn't figure it out.

2nd thing based from this plugin, is there a way where i'm going to put a hackble crate in a map and once a player activate it bot will start coming towards it (not suddenly appear in the same location).

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Are you absolutely certain the plugin isn't loaded when the server starts up, or is it just that there are no npcs?
Maybe a simpler check is just to join the server, without doing anything else, and try to open the UI.

If the UI opens but there are no npcs, then most likely you have nav_wait set to false.
You can confirm this by typing nav_wait into console/rcon and see what the response is.
If it's false, set it to true.

nav_wait true <return>
writecfg <return>

That should solve it.

For #2, if you set the 'Radius' option, under Spawn tab, to something larger, the npcs will be able to spawn farther away from the event.
You should increase their Aggro and Deaggro range, under Behaviour tab, to compensate, so they can quickly detect and move towards the player at the hackable crate.

Edited by Steenamaroo

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ok, so not certain if it isn't loaded, but when server restart there were no bots showing on my server, i just need to reload the plugin just to make them reappear again.

i checked about the nav_wait and it is set to "true" the whole time.

#2 ok so it will not really pop up like when someone unlocked a crate, bot will respawn at some point ang go to where the crate is..

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Ok. Best thing to do would be to prove if BotReSpawn is, or isn't, loaded after a fresh boot.
Without doing any load/unload/reload commands, just join the server and try to use the UI.
That'll confirm if it's loaded or not, and indicate what we should do next.

 

#2 - No, event npcs don't specifically target or home in on the event location - They just spawn in the area near the event,
and radius lets you control how close, or far, they'll spawn.
I have had requests to allow for an initial target - In this case the person who initiated the crate hack, so I'll look into that.

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Ok. I will do it once restarted and message you back to confirm.

#2. ok last question for this one, how does the chute works for this plugin?

Thanks for your time.

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You just set Chute to true and they'll parachute in towards their spawnpoints instead of just appearing there.
No problem. Don't hesitate if you have any other questions, and please let me know what you find out after server restart. 👍

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(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 35)

Error while compiling: BotReSpawn.cs(70,11): error CS0101: The namespace `Oxide.Plugins' already contains a definition for `BotReSpawn'


this is the only error so far that i see... what do you think about it?

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That's an unusual error, like the plugin is trying to load twice, or something?
Have you got anything unusual going on...modified copies, duplicates, anything like that?

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@Steenamaroo

hey, before this issue happend, i noticed that when i spawn a boat there are multiple bots standing in one place. i am not really sure what is that but after a while and reloading it, it went back to normal and this is the time i experiencing this kind of unload stuffs.

 

 

this thing just get in...

 

(21:36:37) | BotReSpawn was compiled successfully in 2501ms

(21:36:37) | Loaded plugin BotReSpawn v1.1.2 by Steenamaroo

(21:36:37) | Failed to call hook 'botrespawn' on plugin 'BotReSpawn v1.1.2' (NullReferenceException: Object reference not set to an instance of an object)

at Oxide.Plugins.BotReSpawn.BSMainUI (BasePlayer player, System.String tab, System.String profile, System.String sub, System.Int32 page) [0x001cd] in <a1f8e761a33d4b8a8cf50ae9579e1377>:0

at Oxide.Plugins.BotReSpawn.botrespawn (BasePlayer player, System.String command, System.String[] args) [0x0003d] in <a1f8e761a33d4b8a8cf50ae9579e1377>:0

at Oxide.Plugins.BotReSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01c41] in <a1f8e761a33d4b8a8cf50ae9579e1377>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0

 

 

any luck?

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@nol- Do you use discord? If so, please reach out to me there.
Something strange is going on on your server but it'll be easier to diagnose in real-time, if you're willing.

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