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Everything posted by Tage2
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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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- 5 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.
- 4 comments
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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.
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- 34 comments
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Calling 'CanStackItem' on 'StackModifier v2.8.5' took average 1760ms This is repeating endlessly and the size of the plugin is enormous (using Plugins command) and the processing time is very very slow. Not sure what broke?
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- 187 comments
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- #stacks
- #rust stacks
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The problem was just a permission setting. Thank you very much for your help, Khan. Greatly appreciated.
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When we have F1Spawn loaded, pressing f1 and choosing Items doesn't actually give you the item you select. When we unload it, pressing F1 and choosing an item in Items works fine.
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- 187 comments
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- #stacks
- #rust stacks
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- 187 comments
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- #stacks
- #rust stacks
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- 187 comments
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- #stacks
- #rust stacks
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- 187 comments
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- #stacks
- #rust stacks
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- 187 comments
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- #stacks
- #rust stacks
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We have VIP packages that include god mode and noclip. That is creating an imbalance between the players who don't pay and those who do, in the player ranks, as those using god mode can rack up player-rank position quite overwhelmingly. We'd like to block anyone using god mode from counting in the player ranks but I can't figure out how to do it. Am i missing something or is there a way, or can a way be added?
- 424 comments
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- #statistics
- #leaderboard
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