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Ninjafish1990

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Everything posted by Ninjafish1990

  1. Hi! I have used this custom map that I made for over a year, I shut the server down because I moved from Dec 2024 until now. I have a brand new server and moved the physical drive over from the older server. I have removed all Oxide plugins, and still have the errors, I can run vanilla just fine so I am assuming it is an issue with the map, maybe a prefab (or more than one). This is what I see when it hangs on the serverlog. Any help would be awesome, I can also share the map if that helps too via dm. I'm hoping its an easy fix that I can just add some things with RustEdit to my map and get these to go away. Unfortunately I have not ran it for a few months so it is probably an easy fox from an update that I cannot find in the changelog. Thank you for looking! NullReferenceException: Object reference not set to an instance of an object at RidableHorse.ServerInit () [0x00062] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at BaseNetworkable.Spawn () [0x0004f] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at BaseEntity.Spawn () [0x00000] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at BaseVehicle.Spawn () [0x00000] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at BaseEntity.SpawnAsMapEntity () [0x0009a] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at SaveRestore.SpawnMapEntities (System.Collections.Generic.List`1[T] entities) [0x0003d] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x00096] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at Bootstrap+<StartServer>d__21.MoveNext () [0x00325] in <e86ab4ffe0b94d3ba7333e9531326031>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <935634f5cc14479dbaa30641d55600a9>:0
  2. This is a great setup, I can see that a lot of work went into it, I found 2 slight issues, if you apply the alpha there are a few spots that show through the ground, and even without the alpha there is an area behind the brick exit/entrance out front where you just fall through the ground. If you don't apply the alpha the ground being see through is fixed, I just added the alpha for the car lift door manually. For the falling part, I broke the prefab and moved the terrain trigger down a little bit, and removed the small one in the building, but that didn't fix it something is still causing a fall, so I added an invisible collider to the area where I kept falling through and left the water trigger and that seemed to fix the issue. Thanks again great work!!
  3. Ninjafish1990

    Shop UI

    Hi, I was also trying to pipe commands, I have the commands working and the ones that just run a single line work fine. I tried this code to create a custom console command and stuck it in the Shop.cs. It tries to execute and the plugin returns that is has, but console gives an object not set error, so its making it across the commands and categories page to the console. The code might be different since it's been some time since this was posted and that might be the problem, tried my best googleing and can't seem to come up with anything. Thanks!
  4. Ninjafish1990

    Lake Land

    This is a fantastic map by the way! Just FYI with the new update, the XR Oil is broken becasue the radiation lights are a different entity. Prefab ids don't match. Going to see if I can break the prefab and add the new oil rig, tomorrow night, but I'm not sure if thats that simple.
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