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Dead Nasty

Posted

On 11/29/2023 at 9:34 PM, imthenewguy said:

Ill keep an eye on the STCanGainXP hook error.

Regarding the CanCombinedDroppedItems conflict, you will need to ask the dev to only monitor drops that his plugin is responsible for.  DeployableNature only returns a non-null value when one of the items is a deployable nature item.

I asked the dev of brad drops and i got this: 

"According to Umod/Oxides’ coding rules, hooks which return type object should return either true or null. Hooks which return type bool can return true, false or null. Therefore my plugin return value is correct, and the author of the other plugin is incorrect."

idk lol. doenst seem to affect anything so i guess i wont worry about it 🙂 

imthenewguy

Posted

51 minutes ago, Dead Nasty said:

I asked the dev of brad drops and i got this: 

"According to Umod/Oxides’ coding rules, hooks which return type object should return either true or null. Hooks which return type bool can return true, false or null. Therefore my plugin return value is correct, and the author of the other plugin is incorrect."

idk lol. doenst seem to affect anything so i guess i wont worry about it 🙂 

Can you paste the CanCombineDroppedItem error again please?

Dead Nasty

Posted

1 minute ago, imthenewguy said:

Can you paste the CanCombineDroppedItem error again please?

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: BradleyDrops - True (Boolean), DeployableNature (False (Boolean)).

imthenewguy

Posted

2 minutes ago, Dead Nasty said:

Calling hook CanCombineDroppedItem resulted in a conflict between the following plugins: BradleyDrops - True (Boolean), DeployableNature (False (Boolean)).

Ok sweet no worries. I believe the hook used to be true/false, or oxide were inconsistent when naming the hook as hooks with null/non-null returns generally start with On, where as hooks with true/false returns are normally prefixed with Can. After checking where the hook is called from, it is indeed a null/non-null return. I'll change my return to true in the next update.

Dead Nasty

Posted

nice, your the man. 

Dead Nasty

Posted (edited)

42 minutes ago, imthenewguy said:

I don't understand. What is the bug?

 

when you put the item in the recycler it glitches in spot like that forever until you manually take it back out of it. pushing off doesn't work. it pushes you backwards infinitely until you take it out as well.  It also glitches the recycler on your screen as seen in the video too. 

Edited by Dead Nasty
imthenewguy

Posted

Does it happen with a vanilla recycler?

 

Dead Nasty

Posted

44 minutes ago, imthenewguy said:

Does it happen with a vanilla recycler?

 

no its only the /recycle mod on umod.  https://umod.org/plugins/recycle

imthenewguy

Posted (edited)

The only thing my plugin does is return false on the OnItemRecycle hook when attempting to recycle nature items. If it's glitching out, it would be worth reaching out to the recycle dev and finding out why.

Edited by imthenewguy
Dead Nasty

Posted

ok thank you!!

Dead Nasty

Posted

The dnkillentitiesforplayer still doesnt work for me, with steam id or name alwlays says no matching player found. 

Dead Nasty

Posted

Just curios is there any way to make this compatible with abandoned bases by nivex? like after the entities are cleared by the plugin the deployable nature is left over and i have to manually use the hammer to remove them lol 

imthenewguy

Posted

2 hours ago, Dead Nasty said:

Just curios is there any way to make this compatible with abandoned bases by nivex? like after the entities are cleared by the plugin the deployable nature is left over and i have to manually use the hammer to remove them lol 

Yeah I will push it to my discord for testing.

  • Love 1
Airpex

Posted (edited)

how can I make only some stuff buyable/ usable from players?

Ive put in some more perms now. but Idk how to put in them correctly at this part from item config:

"permission_required":  "deployablenature.vip"       this correct?               .... standard is null


and how to put in some more, different perms like this for one item ?   e.g. .vip / .vip+ / .vip-elite   

or like this to one item ??:
"permission_required":  "deployablenature.vip" ,
"permission_required":  "deployablenature.vip+" 

Edited by Airpex
Airpex

Posted (edited)

doubled ...

Edited by Airpex
Airpex

Posted

after having one small quarry stone in belt slot and disconnect. I cant get into the game again, automatically disconnects, showing this message:
it worked as long as I didnt have any item on me.

 

IOException: Stream ended too early
  at SilentOrbit.ProtocolBuffers.ProtocolParser.ReadUInt32 (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.BaseEntity.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BaseEntity instance, System.Boolean isDelta) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.BaseEntity.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance, System.Boolean isDelta) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.Entity.Deserialize (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0 
  at Client.OnEntities (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0 
  at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0 
  at Facepunch.Network.Raknet.Client.ProcessRead (Network.NetRead read) [0x00000] in <00000000000000000000000000000000>:0 
  at Network.BaseNetwork.Cycle () [0x00000] in <00000000000000000000000000000000>:0 
  at Client.Update () [0x00000] in <00000000000000000000000000000000>:0 
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Facepunch.Network.Raknet.Client:ProcessRead(NetRead)
Network.BaseNetwork:Cycle()
Client:Update()

Disconnected (Stream ended too early
  at SilentOrbit.ProtocolBuffers.ProtocolParser.ReadUInt32 (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.BaseEntity.DeserializeLengthDelimited (System.IO.Stream stream, ProtoBuf.BaseEntity instance, System.Boolean isDelta) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.BaseEntity.DeserializeLengthDelimited (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.Entity.Deserialize (System.IO.Stream stream, ProtoBuf.Entity instance, System.Boolean isDelta) [0x00000] in <00000000000000000000000000000000>:0 
  at ProtoBuf.Entity.Deserialize (System.IO.Stream stream) [0x00000] in <00000000000000000000000000000000>:0 
  at Client.OnEntities (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0 
  at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <00000000000000000000000000000000>:0 
  at Facepunch.Network.Raknet.Client.ProcessRead (Network.NetRead read) [0x00000] in <00000000000000000000000000000000>:0 
  at Network.BaseNetwork.Cycle () [0x00000] in <00000000000000000000000000000000>:0 
  at Client.Update () [0x00000] in <00000000000000000000000000000000>:0 ) - returning to main menu
UnityEngine.Logger:Log(LogType, Object)
UnityEngine.Debug:Log(Object)
Client:OnClientDisconnected(String)
Network.Client:OnDisconnected(String)
Facepunch.Network.Raknet.Client:Disconnect(String, Boolean)
Facepunch.Network.Raknet.Client:ProcessRead(NetRead)
Network.BaseNetwork:Cycle()
Client:Update()

Airpex

Posted (edited)

when reloading this plugin it shows this  (I dont use any npc for selling these parts and didnt change any in plugin/config):

25.02 08:19:04 [Server] INFO Failed to call hook 'OnNpcTarget' on plugin 'DeployableNature v1.0.21' (NullReferenceException: Object reference not set to an instance of an object)
25.02 08:19:04 [Server] INFO at Oxide.Plugins.DeployableNature.OnNpcTarget (BaseEntity npc, BaseEntity entity) [0x00000] in <f8a0548aee734e3c895e253d9af80fd7>:0
25.02 08:19:04 [Server] INFO at Oxide.Plugins.DeployableNature.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00dca] in <f8a0548aee734e3c895e253d9af80fd7>:0
25.02 08:19:04 [Server] INFO at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0
25.02 08:19:04 [Server] INFO at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b6d06fce9e044af4a6ddc8d724bd3b0b>:0
25.02 08:19:04 [Server] INFO at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b6d06fce9e044af4a6ddc8d724bd3b0b>:0


I had to remove the plugin, json and data file and had to configure another plugin which would keep inv. 
only then I could get back into the game.
Im happy that this worked.  but its too bad at the end with that issues

Edited by Airpex
imthenewguy

Posted

I have never seen or heard of these issues before. Could likely be an issue with the plugin and the current save file etc. I would recommend removing all traces of it and then re-add it when you wipe your server to test it.

boostypunk

Posted

Guys, how can I change the prefix? I changed it, but its still the same. As a message in the chat when players try to pick up decorative stuff.

 

boostypunk

Posted (edited)

There is still no hit box for hemp clones

Edited by boostypunk
Chill Roleplay

Posted

1 hour ago, boostypunk said:

Guys, how can I change the prefix? I changed it, but its still the same. As a message in the chat when players try to pick up decorative stuff.

 

I think you may need to temporarily unload the plugin then go to the language file and edit the line you need there. then reload plugin

  • Like 1
boostypunk

Posted

Could you add the ability to destroy objects using explosives? Like c4, bean grenades, rockets, etc?

@imthenewguy

Evil_Orko

Posted

Deployable Nature broke on Saturday's forced update (like everything, i understand!) it doesn't see our economy balance and says we don't have enough to purchase.  Our Christmas in July map is looking forward to this when you get around to it, thanks!  

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