
frostyty1
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Everything posted by frostyty1
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Hello! I am looking for some help regarding this error. Thank you! (12:08:50) | [GasStationEvent] GasStationEvent has begun (12:08:50) | BoxCollider does not support negative scale or size. The effective box size has been forced positive and is likely to give unexpected collision geometry. If you absolutely need to use negative scaling you can use the convex MeshCollider. Scene hierarchy path "assets/bundled/prefabs/modding/asset_store/bankheist_package/bankheist_vol03/prefabs/door.vault.static.prefab/skin/root/hinge" (12:08:53) | Failed to find dismount position for player :Ballas / 2243119 on obj : assets/content/vehicles/modularcar/3module_car_spawned.entity.prefab (12:08:53) | Killing player due to invalid dismount point :Ballas / 2243119 on obj : assets/prefabs/vehicle/seats/modularcardriverseat.prefab (12:08:53) | Failed to find dismount position for player :Ballas / 3324934 on obj : assets/content/vehicles/modularcar/3module_car_spawned.entity.prefab (12:08:53) | Killing player due to invalid dismount point :Ballas / 3324934 on obj : assets/prefabs/vehicle/seats/modularcarpassengerseatright.prefab (12:08:53) | Failed to find dismount position for player :Ballas / 2954705 on obj : assets/content/vehicles/modularcar/3module_car_spawned.entity.prefab (12:08:53) | Killing player due to invalid dismount point :Ballas / 2954705 on obj : assets/prefabs/vehicle/seats/modularcarpassengerseatlesslegroomleft.prefab (12:08:53) | Failed to find dismount position for player :Ballas / 3760526 on obj : assets/content/vehicles/modularcar/3module_car_spawned.entity.prefab (12:08:53) | Killing player due to invalid dismount point :Ballas / 3760526 on obj : assets/prefabs/vehicle/seats/modularcarpassengerseatlesslegroomright.prefab (12:08:53) | Failed to find dismount position for player :Ballas / 2017932 on obj : assets/content/vehicles/modularcar/3module_car_spawned.entity.prefab (12:08:53) | Killing player due to invalid dismount point :Ballas / 2017932 on obj : assets/prefabs/vehicle/seats/modularcarpassengerseatleft.prefab (12:08:53) | Failed to find dismount position for player :Ballas / 9753329 on obj : assets/content/vehicles/modularcar/3module_car_spawned.entity.prefab (12:08:53) | Killing player due to invalid dismount point :Ballas / 9753329 on obj : assets/prefabs/vehicle/seats/modularcarpassengerseatright.prefab (12:09:20) | ArgumentNullException: Value cannot be null. Parameter name: vehicle (12:09:33) | [GasStationEvent] GasStationEvent has ended (12:09:33) | Unloaded plugin GasStationEvent v1.2.8 by KpucTaJl
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It all started with, "Hey guys, I bought this new Ferry Terminal plugin...want to try it?" The it turned into, "Why are five wolves chasing me?" Finishing with "I am down - I am down...omg that biker just did a front flip off the terminal! Holy sheet!" This plugin was difficult for our first try because we didn't know what we were getting into. It's a symphony of unique moving pieces, a storyline that makes sense, game mechanics that 'just work', and a difficulty just hard enough to keep us coming back for more! I recommend this event for any server!
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- #ferry terminal
- #ch47
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Jbird, Followed your recommendations and it worked fine. Thank you!
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As the plane flies over Junkyard, after the purple smoke is deployed, the Camper Van doesn't drop from the sky and console is spammed with "NullReferenceException". There will be no progression therearfter and would have to admin unload the plugin or wait until the event ends in order to turn off the spam. Any thoughts on why this would be happening?
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I still haven't received a fix for this.
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Raidbases spawn only on cost in row,
frostyty1 replied to Doughaffernen's Support Request in Support
For us, we see that they are no longer spawning "Randomly" but instead in sequence based off the RB Grid. For example, if I have 1 Easy Base active it will spawn in position 1. When that first raid base concludes and the new Raid Base begins, it will spawn at the same place as the last event. Now, if I add multiple raid base, say 10, they will all be right next to each other as generated by the RB Grid. So, to conclude, I believe the grid does work, but the randomization isn't. -
My gamers love this mod. They love to give me the old "Why did you put these jump scares in here". I think it's funny and perfect for this season. I wanted to let you all know that the prebuilt graveyard is beautiful and thoughtfully put together. I really want a graveyard like this behind my base because it just looks really good. The junkpiles add some nice flare at night while roaming the roads...kind of feels like Halloween night looking at all the neighborhoods' pumpkins while trick-or-treating.
- 101 comments
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- #halloween
- #zombie
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Hello! So I think the problem was a SERVER RESTART! So, that was my bad. Please mark this as complete and a non-issue if you haven't' already. Thanks much!
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Hello, I looked at your previous Support Requests and you recommended the Disable Sandbox plugin. I had it installed and I still get this error: (13:44:00) | Sandbox is enabled, disabling it via reflection and creating oxide.disable-sandbox in the game's root directory. (13:44:00) | Sandbox sucessfully disabled. (13:44:00) | Sandbox is enabled. (13:44:00) | Loaded plugin DisableSandbox v1.0.0 by Vice (13:44:14) | Failed to initialize plugin 'Halloween v1.0.4' (UnauthorizedAccessException: System access is restricted, you are not allowed to use System.Xml.Serialization.XmlSerializer) at Oxide.Plugins.Halloween+SoundManager.LoadBuiltinSounds () [0x00000] in <2d157bc6620146a3b94a7e4c2168f59a>:0 at Oxide.Plugins.Halloween.Init () [0x00028] in <2d157bc6620146a3b94a7e4c2168f59a>:0 at Oxide.Plugins.Halloween.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0007e] in <2d157bc6620146a3b94a7e4c2168f59a>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <bae5f1223fce49c493b01571c99dce02>:0
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Hello! When I have friends/clan/tribe set to 'false' as well as the Restricted Mounted set to 'true', other players can still mount the horses. Any thoughts on this?