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Everything posted by CaptainNebulous
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Players are getting annoyed about meteors spawning in monuments. Part of the issue is that I have some monument events that I purchased from this site and the meteors can get in the way. So I'm wondering if you could add an option to despawn them, or pre-check locations to prevent them from landing in monuments.
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Basically what the title says what does Forcibly immobilize an NPC do?
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- 37 comments
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- 2
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- #alarm
- #biological weapon
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(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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OK So I fixed that, lastly I get this when the plugin unloads.... no biggie tho [Oxide] 13:36 [Error] Failed to call hook 'Unload' on plugin 'MeteorEvent v1.3.3' (InvalidOperationException: Collection was modified; enumeration operation may not execute.) at System.ThrowHelper.ThrowInvalidOperationException (System.ExceptionResource resource) [0x0000b] in <fb001e01371b4adca20013e0ac763896>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNextRare () [0x00013] in <fb001e01371b4adca20013e0ac763896>:0 at System.Collections.Generic.List`1+Enumerator[T].MoveNext () [0x0004a] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Plugins.MeteorEvent.Unload () [0x000f7] in <d581f2ed2faa4333989e9b5b580f7931>:0 at Oxide.Plugins.MeteorEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00693] in <d581f2ed2faa4333989e9b5b580f7931>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0
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What happens if I turn the card reader spawn on but leave the space card option off?
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What exactly is the card reader spawn for? At first I thought this was how to require a space card but then I saw a separate space card setting further down
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This is what I have for the custom item drop "Big Meteor - Bonus Items": [ { "Chance (0-100)": 25.0, "Shortname": "scrap", "Amount": 1000, "Skin ID": 0, "Display Name": "" }
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Well I can tell you gathering plants has been buggy since sometime in April but I already reported that. Seems to count them sometimes and not other times. Or it will stop counting them all together randomly. Skulls smashed may be another culprit from what I can see. Other than that you'll have to do some digging brother.
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08:09 [Error] Failed to call hook 'OnDispenserGather' on plugin 'PlayerRanks v2.2.4' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.PlayerRanks.OnDispenserGather (ResourceDispenser dispenser, BaseEntity entity, Item item) [0x00010] in <8060ac720c884454b9ab0f2833b536a1>:0 at Oxide.Plugins.PlayerRanks.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00dc6] in <8060ac720c884454b9ab0f2833b536a1>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0
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I am, however, seeing this 08:16 [Error] Failed to call hook 'OnWeaponFired' on plugin 'MeteorEvent v1.3.3' (NullReferenceException: Object reference not set to an instance of an object) at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x0004c] in <9e85059cbdd545fca6dc86650f750044>:0 at Oxide.Plugins.MeteorEvent.DamageNode (OreResourceEntity node, BasePlayer player, System.String prefabName) [0x0022a] in <8060ac720c884454b9ab0f2833b536a1>:0 at Oxide.Plugins.MeteorEvent.OnWeaponFired (BaseProjectile projectile, BasePlayer player) [0x0009d] in <8060ac720c884454b9ab0f2833b536a1>:0 at Oxide.Plugins.MeteorEvent.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0048d] in <8060ac720c884454b9ab0f2833b536a1>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0
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I use PermissionsManager to manage perms and I noticed no perms show up for this. So how do we give people the permissions for different groups?
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Yep. It was somehow a corrupted config. Not sure how it happened as I don't really change this config very much. But it's fixed now with a config reset.
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I will try with a fresh config in the morning then get back to you. I was thinking maybe one of the updates changed the config causing the old config to break or something.
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Newest version is broken
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You can nerf them or remove them in the config. Anything you want to remove like turrets, heli, mines just leave their part of that spawn's config blank like this "Heli preset name": "", "Turret preset - locations": { "turret_ak": [] Notice how there is nothing between the " " / [] in those sections You can also edit the types of fragments that spawn for each event type in the config and pretty much everything can be customized including heli damage, hp, bullet speed etc. Can edit the same kind of stuff for the turrets except only can edit the HP and amount of ammo those have. Generally the default configs in plugins are, at most, a "strong" suggestion. They are usually at least something to start you off on. It's good to see what you can change in config files as different owners, servers, and players are going to want different things. The plugin devs know this so they often times leave much to be customized.
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Edit - I don't think this is working properly. There are no errors reported in console however I don't think it's triggering meteor showers.... at least not using the player count settings.
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- 37 comments
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- #alarm
- #biological weapon
-
(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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This is broken since the May update 02:00 [Error] Error while compiling: EspDetection.cs(434,51): error CS0029: Cannot implicitly convert type `NetworkableId' to `ulong'
- 1 reply
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- 1
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"/ms run amount" now spawns all the meteors on the player location instead of randomly around the map
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- 37 comments
-
- #alarm
- #biological weapon
-
(and 32 more)
Tagged with:
- #alarm
- #biological weapon
- #bradley
- #call
- #cargoplane
- #ch47
- #chinook
- #crates
- #event
- #facepunch
- #kpu
- #kpuc
- #kpuctajl
- #mad mappers
- #npc
- #oxide
- #parachute
- #phone
- #plane
- #plugin
- #plugins
- #premium
- #pve
- #pvp
- #rust
- #satdishevent
- #satellite
- #satellite dish
- #umod
- #zombie
- #halloween
- #pvemode
- #npcspawn
- #server event
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Error and plugin not working
CaptainNebulous replied to CaptainNebulous's Support Request in Support
I guess I just don't know how to use this then 😞 I don't know how to execute the file on my database. My apologies I think the problem is this " "DROP DATABASE" statements are disabled." But I don't know how to enable them -
- 191 comments
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- #permissions
- #admin
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(and 7 more)
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