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Everything posted by Tage2
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Got this error this morning: Failed to call hook 'OnServerInitialized' on plugin 'AutoDungCollector v1.0.1' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr) at UnityEngine.Component.GetComponent[T] () [0x00021] in <8aebd7627ade4efeae84aca54d1d32ad>:0 at Oxide.Plugins.AutoDungCollector.OnServerInitialized () [0x00047] in <78d9eeb69e984ac4bc4bf33c662c5675>:0 at Oxide.Plugins.AutoDungCollector.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0008d] in <78d9eeb69e984ac4bc4bf33c662c5675>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0 Plugin doesn't work. I'm assuming because of this whatever-it-is. ??? Help appreciated.
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Really solid prefab. Lots of space, room for multiple floors inside, and it fits well in a variety of uses. We've put it in a lake on a small island; among rocks at sea; lots of places. It fits in very nicely and adds to the flavor of the environment. Completely recommend it to everyone. And my thanks to the developer, who should build more like this
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we've been using botrespawn successfully to place bots in specific areas each month. Until this month, when we put them in place, they simply never spawn. I'm not sure what's changed, but this is a problem. We're as updated as we can be for everything and everything else we have is working, just not the specific placement of bots manually using botrespawn.
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- 458 comments
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- #statistics
- #leaderboard
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- 458 comments
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- #statistics
- #leaderboard
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For quite a while now, the materials you get have a strange symbol in the icon for each material and you can't stack them with like things (stone produced by virtual quarries doesn't stack with regular stone). We've set up a workaround where players can buy/sell stone/wood for instance at the outpost at an even level... but it would be nice if the plugin correctly outputted stone/etc the same as the normal versions.
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was confused by the "create visual dome around zone": false line, since it didn't exist in my config. Do I need that line? Or just set that disable zone and dome to 0? And thank you for your assistance. Jet Event is VERY popular on our server and we like stuff that's that popular
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We're pulling it until I can get it not-pvp. Everyone loves it, but no one on our server wants anything to do with pvp anything. I'll put it back in once I understand what to do with what you said earlier -- hopefully you can explain the "create pvp zone around..." line and what to do with the "create visual dome" line (add it? Replace the pvp zone line?) Thank you.
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"TruePVE Settings": { "Create PVP Zone Around Crash Site Using ZoneManager And TruePVE Mapping Name": "", "Zone Radius - 0.0 Disables Zone And Dome": 50.0, "LifeTime Of The Zone In Minutes": 60, "Zone Enter Message": "You have Entered A PVP Zone", "Zone Exit Message": "You have Left A PVP Zone" That's what i have in the config. I don't have a line anywhere that says "create visual dome around zone: false," should I add it?
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"Create PVP Zone Around Crash Site Using ZoneManager And TruePVE Mapping Name": "", How do i make this NOT put up the pvp zone? Right now, it's spawning a pvp zone bubble and saying pvp zone. We're a pve server, we do NOT want that. How do I stop that bubble from being pvp???
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- 112 comments
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- 9 comments
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- #admin tool
- #teleport
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Still only downloading 0.33
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Switched to rival plugin that is working, until the right version can actually be downloaded. Not my first choice, and we'll come back to this one once we can get to the right updated file.
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cleared browser cache, tried again, same thing
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Been hitting the button every few minutes, still only giving me .0.33.
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It is still pulling down the wrong version when I hit download. LootProtect (3).cs
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1.0.35 pressing download doens't download the right version. It pulls down 1.0.33.
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- 68 comments
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So I think I've got this, and I appreciate your patience. My misunderstanding, that building damage was part of the 'pvp zone setting to false', was at the core of it. I still don't get why only the bots from npcrespawn can damage buildings but none of the bots generated by BotRespawn can (with the same weapons). We also can't find a setting in npcrespawn that relates to this -- but we're going to change the loadouts in npcrespawn so there are no c4, rockets, or grenades. Hopefully that works. All we want is convoy where it can't damage player buildings and no pvp. It never crossed my mind that it would somehow enable the npc bots specific to it to do damage -- or somehow, that that would occur, even if not intended. I love convoy, it's fantastic, I had a blast with it yesterday morning -- but then it damage to a player base. That's not something we can have. Our server does not have pvp or damage to buildings (pvp to me means both no player-versus-player but also no ability to damage other player's stuff), so this is a problem.