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QueenLuckyshot

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Everything posted by QueenLuckyshot

  1. Changed Status from Pending to Fixed Changed Fixed In to 1.2.3
  2. Sorry.. I uploaded the wrong version. 1.1.6 is an older version. The correct version is 1.2.3. Its fixed now.
    Resistance Island is a beautiful map. It features mountainous areas, above-ground train tunnels, and a fantastic custom cargo safe zone. The developer is simply amazing. He's quick to fix bugs and always responsive.
    I like this mod because all the loot is in one file/plugin and easy to edit of course it can be a lot of work, but thats normal. Some people don't understand how this mod works, and that's why it's being discontinued. That's a shame. When this mod came out I thought, Yes! Finally, clear and easy editing via a GUI. There are plenty of server owners who are happy with this mod, but not everyone is making themselves heard.
  3. QueenLuckyshot

    Cliffs Tunnels Bugs

    Changed Status from Work in Progress to Fixed
  4. QueenLuckyshot

    Cliffs Tunnels Bugs

    Changed Status from Pending to Work in Progress Changed Fixed In to Next Version
  5. QueenLuckyshot

    Cliffs Tunnels Bugs

    Hey, Sorry for the late reply. I will check the cave and update it soon. Thanks for sharing it.
  6. QueenLuckyshot

    Error

    Hey, thanks for helping. I gonna try what you said. I have very little information about what's wrong. It happens randomly, and I see chinooks stuck in the air. When I try to remove them, the console says they're already gone. Because chinooks are stuck, I know something's wrong. When I checked the console, I saw the Boss Monster error. It gonna take a while to see if it works, because even when I reload it, there's no error.
  7. QueenLuckyshot

    Error

    Sometimes i get this error; Failed to call hook 'OnEntityTakeDamage' on plugin 'BossMonster v2.1.7' (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.BossMonster.OnEntityTakeDamage (ScientistNPC entity, HitInfo info) [0x00020] in <6f374e7381eb4662851436f176959a3b>:0 at Oxide.Plugins.BossMonster.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00998] in <6f374e7381eb4662851436f176959a3b>: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 <15f61ddda771464d8246ebdce8ff4811>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0 Can someone help me?
  8. Hey aimacak, Thank you so much for helping me. The error is solved.
  9. I have now found out that when I unload this file Supermarket, there is no error anymore, but I can't find what is wrong with this file, can someone help me? Abandoned Supermarket.json
  10. QueenLuckyshot

    Npc spawn error

    Hey, When an chinook want to leave the map, it is stuck in the sky, also a lot of npc spawning only here, other monuments is good. I had 40 npcs here, then i restart the server and was good, when an chinook wants to leave the map, there come more npcs here. (See Picture) I get this error 02/02 21:40:36 | Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v2.8.4' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc.UpdateInventory () [0x00116] in <f6bd450210074cc5b72351805219395f>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x00164] in <f6bd450210074cc5b72351805219395f>:0 at BaseNetworkable.Spawn () [0x0004f] in <3b79f851321f46869731eeb09369ab08>:0 at BaseEntity.Spawn () [0x00000] in <3b79f851321f46869731eeb09369ab08>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x0007b] in <f6bd450210074cc5b72351805219395f>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00008] in <f6bd450210074cc5b72351805219395f>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x000b0] in <f6bd450210074cc5b72351805219395f>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0. Can you help me?
  11. Version 1.2.3

    376 downloads

    Hollandia is a unique map where you play in the Netherlands, with almost all facepunch monuments. Hollandia has 4 exclusive bridges made for this map and custom monuments. Discover the beautiful landscape of the Netherlands. This map is from the Delta Hollandia team. Unfortunately, they stopped working on it and also stopped updating it. It was full of bugs. I've completely reworked it so we can all enjoy it again. I try to place monuments historical correct. Facepunch Monuments: • Power Plant • The Dome • Satellite Dish • Arctic Research Base • Airfield • Train Yard • Water Treatment • Missile Silo • Ferry Terminal • Abandoned Military Base • Launch Site • Sewer Branch • Jungle Ziggurat • Junkyard • Excavator • Sulfur, HQM and Stone Quarry • Roadside Monuments: Radtown, Supermarket, Mining Outpost and Oxum's Gas Station • Harbor (2) • Oilrig and Large Oil Rig • Underwater Lab (2) • Fishing Village and Large Fishing Village • Ranch • Bandit Camp • Outpost Custom Monuments: • De Pier/Fishing Village • Afsluitdijk • Atomium • Oil Raff Pernis • 5 Custom made bridges (Exclusive for Hollandia made by WishMasterNW) • Radio Tower (Orginal Design by Ionut Shiro)(Reworked by KWSN Community) A lot of the custom monuments are developed by WishMasterNW. If you want the pumpjack to work in Oil Raff Pernis you need the mod BackPumpJack on uMod. It is possible to set your own heli vendor in De Pier, you need to download MonumentAddons on Umod, see instructions on the mod how to do it. If you encouter bugs: My Discord: www.discord.gg/eTfVDU7xPC This map is password protected. You cannot edit it.
    Free
  12. Hey, Is it possible to delay the offline raid protection when a online player his base is been attacked? and when not attacked it starts directly? Some of my players go offline in a raid and the offline raid protection starts. I wanna only a delay when be attacked.
  13. I have a Error while compiling BetterSentryTurrets: 'BetterSentryTurrets.CustomScanQueue.RunJob(AutoTurret)': cannot change access modifiers when overriding 'public' inherited member 'AutoTurret.UpdateAutoTurretScanQueue.RunJob(AutoTurret)' | Line: 673, Pos: 45 I renamed the old config.
  14. We have the free version of clans plugin on umod. We have clans from umod 2 years now and offlineraidprotection also a long time. This is the first time that we have this error. It fixed itself. Now is working fine, but i want to know where this issue come from, so we can solve it immediately if it happens again. I hope you can help me.
  15. I have a error Failed to call hook 'OnEntityTakeDamage' on plugin 'OfflineRaidProtection v1.1.15' (ArgumentNullException: Value cannot be null. Parameter name: other) at System.Collections.Generic.HashSet`1[T].UnionWith (System.Collections.Generic.IEnumerable`1[T] other) [0x00003] in <a314714511a14f84b853c03efd8682b8>:0 at Oxide.Plugins.OfflineRaidProtection.GetRecentActiveMemberAll (System.UInt64& targetID, System.Collections.Generic.HashSet`1[System.UInt64]& players) [0x00076] in <15354373fcdd4fe4be7b80d688483b9b>:0 at Oxide.Plugins.OfflineRaidProtection.OnStructureAttack (BaseCombatEntity& entity, HitInfo& hitInfo) [0x000b9] in <15354373fcdd4fe4be7b80d688483b9b>:0 at Oxide.Plugins.OfflineRaidProtection.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo hitInfo) [0x0003a] in <15354373fcdd4fe4be7b80d688483b9b>:0 at Oxide.Plugins.OfflineRaidProtection.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01264] in <15354373fcdd4fe4be7b80d688483b9b>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
  16. Hey. I saw on other servers that they had set when a tc is broken and you put your own tc, that the turrets no longer shoot. At first I thought that was standard. Now that I have my own server. We saw that the turrets shoot in raidable bases even if you have your own TC placed. We thought it was strange, because we are used to it differently. We just leave it like that, that the turrets fire even if you have tc . Thank you for your quick response.
  17. I have a question. When we place our own TC in Raidable bases, we would like the turrets to stop firing. Is that possible?

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