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Everything posted by Ryuu
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Have you updated any other plugins? something like BossMonster or Convoy
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I tested the latest 3.4.4, again, and the server still freezes right after it finishes booting up (even though I’ve installed the latest versions of Convoy and BossMonster). and everything works fine after uninstalling NPCSpawn. I also tested @Luuxen's method a few more times, but the server still freezes after being restarted. Thank you in advance for your help.
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Thank you all for your replies, but yes, I’m running version 3.4.4 and the problem still persists. The solution are to use `-useOldNavmesh` remove the plugin or follow Luuxen’s method of preventing the plugin from loading when the server starts I'm not sure if this is caused by other plugins related to NPC spawning?
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09/18 01:49:54 | [NpcSpawn] List of biome positions: Arid = 0, Temperate = 0, Tundra = 0, Arctic = 0, Jungle = 0 09/18 01:49:54 | [NpcSpawn] List of road positions: ExtraWide = 1397, Standard = 2054, ExtraNarrow = 0 09/18 01:49:54 | [NpcSpawn] 2696 railway positions found server runs normally after removing the plugin or using `-useOldNavmesh` It's probably still an issue with the new navigation, FYI and thanks
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Although the plugin can be loaded without any compilation errors, it isn't working properly. It keeps showing “no power” even though is already at 100%, and the fuse for the power plant has already been added.
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Failed to compile: The non-generic method 'BaseEntity.ClientRPC(RpcTarget)' cannot be used with type arguments | Line: 347, Pos: 34
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- 17 comments
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- #blacksmith
- #pve
- (and 5 more)
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yes i can, i can make a test server to do it
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sorry to bother you but is there any uipdate? this issue is indeed quite challenging at the moment.
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Hi ive already sent you the clip via PM,Thanks in advance!
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"Mode (true == Chat command || false == Teleport gate)": true,
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I think I misunderstood the issue with the "2 sides"; it should work fine... but I've encountered another problem: When I teleport to the missile silo and the military tunnel, I'm teleported below the terrain instead of onto the ground, which causes the player to die instantly.
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I think it might be on my end. I'm currently using command mode, and everything is working great! Great plugin!
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Thanks for your help. This tp gate looks so cool that I don't want to give it up and switch to /gate If you have a moment, please take a look at the issue with 2 sides! Thanks again!
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"2 Way Player Teleport? (Both Side?)": false, I set it up this way, but it doesn't seem to be working... Or maybe I misunderstood: does this mean players can teleport from Door 1 to Door 2, but not from Door 2 to Door 1? and could you add a feature where doors manually placed by admins aren't deleted during a wipe? I want to place one on my custom monument, and it's a bit of a hassle to manually add the door again after every wipe ^ ^
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- 3 comments
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- #safezone monuments
- #safe zone
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sorry to bother you again sir It looks like there's an issue with the update; there are still no tugboats. I tried teleporting to the cargo spawn location, but as soon as I got there, I fell into the deep sea (maybe that's why there are no tugboats). FYI
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Hi, I’ve set up files for several languages, but only the `lang` files in the `en` folder seem to work properly. When I switch languages in the game, the files for other languages don’t take effect (the contents of the `en` folder are still displayed). but when I directly edit the contents of the `lang` file in the `en` folder to a specific language, it works, so this isn't likely caused by the language itself; rather, the plugin only reads files in the `en` language. FYI Thanks in advance.
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Hi, Since the force wipe earlier this month, I’ve been receiving a constant stream of this error message, It has hardly ever stopped spamming To avoid any potential performance issues, I feel it’s necessary to report this problem to you. Thank you in advance for your assistance!! 03/20 00:38:50 | Failed to call hook 'CanMountEntity' on plugin 'WarMode v1.3.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.WarMode.CanMountEntity (BasePlayer mounter, BaseMountable target) [0x000e4] in <3296f9f471ed4a3bbc7140c4a76946f9>:0 at Oxide.Plugins.WarMode.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0165e] in <3296f9f471ed4a3bbc7140c4a76946f9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 03/20 00:40:49 | Failed to call hook 'CanMountEntity' on plugin 'WarMode v1.3.13' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.WarMode.CanMountEntity (BasePlayer mounter, BaseMountable target) [0x000e4] in <3296f9f471ed4a3bbc7140c4a76946f9>:0 at Oxide.Plugins.WarMode.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0165e] in <3296f9f471ed4a3bbc7140c4a76946f9>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0
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Hi..Would you mind sharing how you modified the relevant code, about `_npc.userID = 21;`? I suspect the author may not maintain this plugin in the near future.
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Because orchids require over five times more water than ordinary plants, a single sprinkler is insufficient to keep them well-watered.