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Everything posted by Tage2
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Error continues, sometimes once or twice, yesterday 5x and 6x tripped. Better Chat: Errored On Hook: OnPlayerChat System.InvalidOperationException: Chat channel is set to Team, however the player is not in a team. at Oxide.Plugins.BetterChat.SendBetterChatMessage (Oxide.Plugins.BetterChat+BetterChatMessage chatMessage, ConVar.Chat+ChatChannel chatchannel) [0x0014b] in <c0fd8a3f65b04cc6b679a6e50f3da059>:0 at Oxide.Plugins.BetterChat.OnPlayerChat (BasePlayer bplayer, System.String message, ConVar.Chat+ChatChannel chatchannel) [0x00041] in <c0fd8a3f65b04cc6b679a6e50f3da059>:0 at Oxide.Plugins.BetterChat.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000ed] in <c0fd8a3f65b04cc6b679a6e50f3da059>: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 <d59b507fd76240e5b62228d0eae39b73>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Oxide.Core.Plugins.Plugin.CallHook_Patch0(Oxide.Core.Plugins.Plugin,string,object[])
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we found that initial glitch and fixed it. However, we now have another problem that's similar. From the player who found the probelm: All of my vending machines are empty again. Something is not working right still [11:30 AM] It has to be related to using different skins because my one under my other base with the default skin is still fine So skinned vending machines become lootable somehow, while default ones remain unlootable. Not sure what's happening here?
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If you go up to a vending machine and go to its side, you'll carefully find a spot where you get the option like it's a box and if you click, you can open it "like a box" -- and take the contents without paying. If I unload Static Lootables, that problem vanishes. it seems that static lootables appears to be making vending machines "lootable". Really need a fix.
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- 248 comments
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- #eventmanager
- #manager
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(and 5 more)
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- 1,360 comments
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- #leveling
- #progression
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two days to wipe and nothing, no update. Since we need time to put any update on our test server first and make sure it works nicely with all our other plugins, we'll have to switch to Skinbox (which updated a week ago and has been vetted on our test server) as we're out of time. I preferred Skinner, but the last-second update isn't useful.
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The dev said he's have an update out in a few days, hopefully that's soon, it's tense enough, the closer to wipe this goes, the more likely we will be to just bump back to skinbox, which is already updated. I don't wanna do that but I also don't want to wait til the day of wipe to be able to take care of this.
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firearm modifier plugin lets us change hand weapons damage. That's about it. Custom Heli Tiers and Bradley Tiers
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Still Getting this: BradleyTiers: Errored On Hook: OnEntityTakeDamage System.NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr) at UnityEngine.Component.GetComponent[T] () [0x00021] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0 at Oxide.Plugins.BradleyTiers.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00056] in <f939b0e0331a4a3a87551da86c94d2dc>:0 at Oxide.Plugins.BradleyTiers.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x003f1] in <f939b0e0331a4a3a87551da86c94d2dc>: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 <d59b507fd76240e5b62228d0eae39b73>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Oxide.Core.Plugins.Plugin.CallHook_Patch0(Oxide.Core.Plugins.Plugin,string,object[])
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I have this same problem, particularly with Vending Machines. In point of fact, we had a problem where players could buy from a vending machine, empty it, then rotate it, and steal from it. When I unloaded static lootables, the ability to rotate it and thus steal from it went away. So in addition to the E description above, we have this too.
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Failed to call hook 'OnEntityTakeDamage' on plugin 'BradleyTiers v1.3.2' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr) at UnityEngine.Component.GetComponent[T] () [0x00021] in <470ec865e9cd405cbc45cdbc22bb3c0c>:0 at Oxide.Plugins.BradleyTiers.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x00056] in <2b02846fe6704924b78ae2143a5382a8>:0 at Oxide.Plugins.BradleyTiers.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x003f1] in <2b02846fe6704924b78ae2143a5382a8>: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 <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0 This error wasn't happening until today. We didn't add any new plugins nor update any in the past few days. I have no clue why this suddenly started.
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- 6 comments
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really need an update please
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Also getting this: Failed to call hook 'OnServerSave' on plugin 'StaticLootables v2.10.2' (InvalidOperationException: Cannot allocate for BufferStream that doesn't own the buffer (did you forget to call Initialize?)) at BufferStream.EnsureCapacity (System.Int32 spaceRequired) [0x0001f] in <698281a7d4534a2b9ff00ecced87ac33>:0 at ProtoBuf.ItemContainer.Serialize (BufferStream stream, ProtoBuf.ItemContainer instance) [0x00016] in <698281a7d4534a2b9ff00ecced87ac33>:0 at Oxide.Plugins.StaticLootables.SaveContainer () [0x0003a] in <1ce6f23a0a594a85a8c5f36d66e48741>:0 at Oxide.Plugins.StaticLootables.OnServerSave () [0x00000] in <1ce6f23a0a594a85a8c5f36d66e48741>:0 at Oxide.Plugins.StaticLootables.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002c1] in <1ce6f23a0a594a85a8c5f36d66e48741>: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 <8cb2d664f1574f2b96d53f1c1869d96a>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
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having similar problem with Shaggless,, was hoping to find a solution in discussions, already opened a support request. I import the skin from skinbox using the importer tool, but as soon as we reload the plugin, it says the file is invalid (except i used an online json checker and it's valid) and switches to default, losing all the skins. Just looking for advice on how to get this working properly.
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Just bought skinner, switching from Skinbox. Followed the instructions, used the importer tool, copied it into the json, used an online json checker to make sure the file was still valid, and then put that into /config. When I reload the plugin, it says "file is invalid, switching to default" and when i check, all the numbers under hte imported area are gone. Yet, it still says it processed over 5000 skins -- despite not having them in the config anymore. Confusing? When I go on my test server to check all this, it looks like it has some of the skins, but not remotely all of them. the rug, for instance, we have 11 pages of skins for, and after doing this, it shows barely half a page. So it's losing what I'm importing somehow. I've attached the skinner.json file that includes all the skins we are importing. It just erased all of them as soon as the plugin gets reloaded. Skinner.json
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Stack Modifier Industrial attempts and succeeds at fixing the core problems with Industrial, the fact that above a certain # of pieces in a chain, it causes CPU overuse and lag. Khan has succeeded -- our server is handling industrial far better and we're not having the kind of server fps lag we were having, nor the instability. I fully recommend this to anyone and everyone who hosts/owns a Rust server. It's enormously helpful.
- 5 comments
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- 1
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- #stack modifier
- #industrial
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Spawned in myself, loaded up my inventory, tp'd to airfield, died, respawned, everything gone but stone and torch.