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Jbird

Posted

Failed to call hook 'Unload' on plugin 'MeteorEvent v1.2.3' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MeteorEvent.Unload () [0x00000] in <1153f75c98884609a5ccb0ef25fa2f9c>:0 
  at Oxide.Plugins.MeteorEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00586] in <1153f75c98884609a5ccb0ef25fa2f9c>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cc99cb05b42e4ea494cdf294badea406>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <99d545163fdd4d57a562df7989f2ca0a>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <99d545163fdd4d57a562df7989f2ca0a>:0

When reloaded to get the events running.
Just feedback, probably why the meteors weren't deleted upon restart this morning.

ChristopherS

Posted (edited)

@JbirdI've found a plugin here that works to restart the plugin, until a full fix is implemented.


EDIT: I thought you may like to rollback the Meteor Event to a version where you have no errors apart from the not starting issue.

Edited by ChristopherS
ThePitereq

Posted

2 hours ago, ChristopherS said:

@JbirdI've found a plugin here that works to restart the plugin, until a full fix is implemented.


EDIT: I thought you may like to rollback the Meteor Event to a version where you have no errors apart from the not starting issue.

The problem is i don't have this problem so i can't check if the 1.2.3 fixed the issue.

Jbird

Posted

35 minutes ago, ThePitereq said:

The problem is i don't have this problem so i can't check if the 1.2.3 fixed the issue.

As far as the items at the GC point at 0,0,0 on the map, that only happened the first time. Perhaps somehow from moving from one version to another while the server was running or something to that affect. It did not happen this morning.

As far as the error I haven't had a chance yet but I am going to make a backup of my current config, delete it, create a fresh config, and copy information over. At least that is my only idea to fix that type of error as often it's config related and there is a line missing or something. I am just going to be incredibly busy until later this week so it's not a terrible concern. I mostly wanted to make sure you had the feedback.

Unfortunately so far the update didn't fix the fact that the plugin isn't running itself after a restart, unless the plugin is reloaded. Even with the error that I receive, it still runs the events just fine as far as I can tell so it's a minor error, just wanted you to have all information.

ThePitereq

Posted

Just now, Jbird said:

As far as the items at the GC point at 0,0,0 on the map, that only happened the first time. Perhaps somehow from moving from one version to another while the server was running or something to that affect. It did not happen this morning.

As far as the error I haven't had a chance yet but I am going to make a backup of my current config, delete it, create a fresh config, and copy information over. At least that is my only idea to fix that type of error as often it's config related and there is a line missing or something. I am just going to be incredibly busy until later this week so it's not a terrible concern. I mostly wanted to make sure you had the feedback.

Unfortunately so far the update didn't fix the fact that the plugin isn't running itself after a restart, unless the plugin is reloaded. Even with the error that I receive, it still runs the events just fine as far as I can tell so it's a minor error, just wanted you to have all information.

What error? I don't know about any errors. Can you send it here please?

Jbird

Posted

10 minutes ago, ThePitereq said:

What error? I don't know about any errors. Can you send it here please?

Will quote it here, sent it yesterday after sharing the image of the node buildup after restart.

On 8/1/2022 at 6:03 AM, Jbird said:
Failed to call hook 'Unload' on plugin 'MeteorEvent v1.2.3' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.MeteorEvent.Unload () [0x00000] in <1153f75c98884609a5ccb0ef25fa2f9c>:0 
  at Oxide.Plugins.MeteorEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00586] in <1153f75c98884609a5ccb0ef25fa2f9c>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cc99cb05b42e4ea494cdf294badea406>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <99d545163fdd4d57a562df7989f2ca0a>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <99d545163fdd4d57a562df7989f2ca0a>:0

When reloaded to get the events running.
Just feedback, probably why the meteors weren't deleted upon restart this morning.

Only see it when I reload the plugin. The plugin then functions properly, so it is not a fatal error just something that is happening during unload of the plugin it seems. Perhaps somehow relatable to the image I shared with the node buildup at 0,0,0 but that only happened the first time the server was restarted with the new version.

After this mornings restart I did not see nodes in this location again. I think perhaps actually installing the newest version may have caused that buildup instead of the restart, I just noticed it then.

ThePitereq

Posted

5 minutes ago, Jbird said:

Will quote it here, sent it yesterday after sharing the image of the node buildup after restart.

Only see it when I reload the plugin. The plugin then functions properly, so it is not a fatal error just something that is happening during unload of the plugin it seems. Perhaps somehow relatable to the image I shared with the node buildup at 0,0,0 but that only happened the first time the server was restarted with the new version.

After this mornings restart I did not see nodes in this location again. I think perhaps actually installing the newest version may have caused that buildup instead of the restart, I just noticed it then.

Oh, It shouldn't change anything, but yeah. Will be fixed on 1.2.4. Thanks!

Jbird

Posted

23 minutes ago, ThePitereq said:

Oh, It shouldn't change anything, but yeah. Will be fixed on 1.2.4. Thanks!

No problem at all. Just want to help resolve this for everyone. Thanks for all the hard work!

Also I forgot to say it but also thanks @ChristopherS it's funny that you mention it because a friend literally suggested that plugin just the other night! I have it bookmarked as I might try it out. I have one other newer plugin that seems to have the same issue, doesn't run properly after a restart but runs fine if reloaded. Appreciate the suggestion.

Knightstalker

Posted (edited)

Good day 🙂 brought this when it was first released, and i have not had any issues with it at all, Great plugin! One thing that i always wanted working is the player damage and building damage, Im running truePVE which i believe was the issue during the earlier versions. Has this now been resolved? 

 

Thanks

Edited by Knightstalker
ChristopherS

Posted

Unfortunately the most recent version does not fix the issue of the plugin not running until a manual restart. There again are no errors, but it doesn't work until I start it off myself.

Jbird

Posted

Error on reloads (specifically unloads) has been cleaned up @ThePitereq props!

We are having the same problem as @Knightstalker. Damage is turned off but had a player building a base and a nice large portion was taken out by a meteor. They had only managed to upgrade to wood at that point. I don't think a player has been hit but will try to test that more later. Definitely saw the base get taken out though they were streaming and made a highlight of it. They were not upset and we discussed and honestly we might leave it turned on. But wanted to give the feedback since it is a config option and is not working as expected and configured.

ThePitereq

Posted

4 hours ago, Jbird said:

Error on reloads (specifically unloads) has been cleaned up @ThePitereq props!

We are having the same problem as @Knightstalker. Damage is turned off but had a player building a base and a nice large portion was taken out by a meteor. They had only managed to upgrade to wood at that point. I don't think a player has been hit but will try to test that more later. Definitely saw the base get taken out though they were streaming and made a highlight of it. They were not upset and we discussed and honestly we might leave it turned on. But wanted to give the feedback since it is a config option and is not working as expected and configured.

Hmm, Have you tried it with MLRS option disabled? I've not tested this option with MLRS to be honest.

ThePitereq

Posted (edited)

10 hours ago, ChristopherS said:

Unfortunately the most recent version does not fix the issue of the plugin not running until a manual restart. There again are no errors, but it doesn't work until I start it off myself.

It must be something with your server. These are just basic oxide timers. I dont think that i can make anything more. Sorry.
you can try with some sort of plugin to auto reload your plugin every x hours or after startup.

Edited by ThePitereq
ThePitereq

Posted

11 hours ago, Knightstalker said:

Good day 🙂 brought this when it was first released, and i have not had any issues with it at all, Great plugin! One thing that i always wanted working is the player damage and building damage, Im running truePVE which i believe was the issue during the earlier versions. Has this now been resolved? 

 

Thanks

Hey! I am using TruePVE on my server with this plugin and no issues at all. You are talking about disabling or enabling building damage?

ChristopherS

Posted

3 hours ago, ThePitereq said:

It must be something with your server. These are just basic oxide timers. I dont think that i can make anything more. Sorry.
you can try with some sort of plugin to auto reload your plugin every x hours or after startup.

With 93 plugins on my server, and only this having an issue, I'm personally curious as to what causes this problem. I am using an auto-restart plugin, which oxide.reload this plugin 120 seconds after my server has loaded. This has fixed my problem thankfully.

Thank you for taking your time to look into this, and attempt a fix. I'm sorry that you were unable to.
Cheers,
Christopher.

Jbird

Posted

3 hours ago, ThePitereq said:

Hmm, Have you tried it with MLRS option disabled? I've not tested this option with MLRS to be honest.

MLRS damage is deactivated in most cases through PvP if player damage is disabled, since it is sent from another player.

I really don't want to nullify all MLRS damage since I want it to be able to be used against some events or just for fun I enjoy the MLRS sound effects so I may just deal with it if that is the reason it is causing damage. Will try to test that when I get a chance but I recommend trying to nullify that if the setting for damage is set to not damage players or their bases.

Still had the timing issue as far as I know, need to test but for now just using the plugin @ChristopherS shared (thank you for that by the way, a friend managed to share it first but thank you all the same! So if anyone comes along i recommend the plugin, very simple and light. Seem to need it for this one and one other after recent updates from both.

ThePitereq

Posted

19 hours ago, Jbird said:

MLRS damage is deactivated in most cases through PvP if player damage is disabled, since it is sent from another player.

I really don't want to nullify all MLRS damage since I want it to be able to be used against some events or just for fun I enjoy the MLRS sound effects so I may just deal with it if that is the reason it is causing damage. Will try to test that when I get a chance but I recommend trying to nullify that if the setting for damage is set to not damage players or their bases.

Still had the timing issue as far as I know, need to test but for now just using the plugin @ChristopherS shared (thank you for that by the way, a friend managed to share it first but thank you all the same! So if anyone comes along i recommend the plugin, very simple and light. Seem to need it for this one and one other after recent updates from both.

I was saying about the option in config that changes meteor rockets into MLRS ones.

About that not starting loop error i've got one more idea how i can make it, but need to test it first.

Jbird

Posted

2 hours ago, ThePitereq said:

I was saying about the option in config that changes meteor rockets into MLRS ones.

About that not starting loop error i've got one more idea how i can make it, but need to test it first.

Yeah no worries I thought that was what you meant too. I could have more clearly said that I do use that option. I was just saying that even if it does cause it, I would most likely keep that anyway because the sound effect is awesome and players love it.

Take your time with the startup issue. If I can help with testing you can let me know. My Discord DMs are open. I can test it on one of my quiet servers to see if its still persisting once you get it to a testable state.

Trudy Latté

Posted

Hi I would like to know how long the meteorites remain on the map. Ty

ChristopherS

Posted

4 hours ago, Manu said:

Hi I would like to know how long the meteorites remain on the map. Ty

They'll stay until they're either all mined, or the next wave spawn in. If they're all mined, you still will have to wait until the timer triggers for the next wave.

  • Like 1
Covfefe

Posted

Anyone else having issues trying to jackhammer normal meteorites larger than 1.5 in size? It's like the jackhammer can't reach the ore behind the larger size

ThePitereq

Posted

16 hours ago, Covfefe said:

Anyone else having issues trying to jackhammer normal meteorites larger than 1.5 in size? It's like the jackhammer can't reach the ore behind the larger size

Its RUST-Related issue. Not sure if it can be fixed without Harmony.
When i'll investigate this thing in future maybe i'll attach Harmony mod to fix this if it iwll be possible.

  • Like 1
Covfefe

Posted (edited)

@ThePitereqcan you make the meteors direct for each player instead of a randomized spot on the map? Like if there's 12 players on, and I set the config to have 1 meteorite per player, I want each one of those meteorites to be "ms direct player" so it lands near them.

Edited by Covfefe
Covfefe

Posted

1 hour ago, Covfefe said:

@ThePitereqcan you make the meteors direct for each player instead of a randomized spot on the map? Like if there's 12 players on, and I set the config to have 1 meteorite per player, I want each one of those meteorites to be "ms direct player" so it lands near them.

Can we also get options to allow players to mine the giant meteorites with melee tools please?

Thank you

Jbird

Posted

23 hours ago, Covfefe said:

Anyone else having issues trying to jackhammer normal meteorites larger than 1.5 in size? It's like the jackhammer can't reach the ore behind the larger size

The hitbox is stretched so much that there are gaps in it. Just have to find the sweet spot. Never has been much of a problem.

3 hours ago, Covfefe said:

Can we also get options to allow players to mine the giant meteorites with melee tools please?

This is going to make the problem you were having before even worse. The hit box is going to be incredibly hard to find at those sizes.

  • Like 1

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