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Everything posted by MrLiquid
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Just so you are aware, the latest change, literally brought down my server, After I compiled your update, the server's CPU was choaked down with processing this... PAGESSSSSSSS of it 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 348ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 343ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 342ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 339ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 334ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 332ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 333ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 330ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 327ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 324ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 334ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 425ms 22:45 [Warning] Calling 'DeleteStatus' on 'CustomStatusFramework v1.0.10' took 398ms [GARBAGE COLLECT]
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yeah I saw it with my own eyes
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I cant record a video, the event has ended, The convoy was travelling and a player shot at it, causing it to stop, BUBBLE up.. but they decided not to continue to attack it, so after a 5 min timer, the convoy started moving again, the next group later down the road attacked it, BUBBLE up however they destroyed everything except the last bradley would not take damage
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ALSO have this setting "Can the non-owner of the event do damage to Bradley? [true/false]": true, but still wont allow NON Owners damage to the one bradley, In the picture everything else is damaged/destroyed or alike, but the one bradley would not take any damage
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If someone stops the convoy but does not continue to attack it, let the timer expire and convoy moves on, the next people who attack it cant damage the last bradley in the convoy,..maybe not resetting owner details? its simply not taking any damage Convoy.json
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Im not sure, but I saw a ZombieHorde in the minicopter passenger seat attacking the pilot, I wonder if that could be the reason?
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it happened again just now Failed to call hook 'CanMountEntity' on plugin 'MyMiniCopter v0.5.6' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MyMiniCopter.Message (Oxide.Core.Libraries.Covalence.IPlayer player, System.String key, System.Object[] args) [0x00000] in <70b8d021172b474fb69f90574e005dd5>:0 at Oxide.Plugins.MyMiniCopter.CanMountEntity (BasePlayer player, BaseMountable mountable) [0x0016c] in <70b8d021172b474fb69f90574e005dd5>:0 at Oxide.Plugins.MyMiniCopter.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0062e] in <70b8d021172b474fb69f90574e005dd5>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0
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Its ok, I looked in your code and found the skinid, thank you very much
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thank you my friend
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I run TruePvE, Convoy 2.2.6 and PveMode 1.0.8, The convoy are doing damage to players bases that are near the roads when the convoy bubble/dome goes up. Please tell me how I can stop the damage to players bases? Convoy.json PveMode.json
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I asked. time will tell
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Hello Mate, Bug I thought you'd like to know and hopefully fix asap I have "ChestStacks" plugin allowing players to stack chests, when they place the PR (Personal Recyclers) chest on top of another ordinary large chest, Picture shown below allowing both chests to be accessed as a chest and the recycler, so 3 separate entities... then If I pickup the recycler the chest stays behind and the recycler is sent to my INV, however if I then pickup the chest which WAS the PR, I then get ANOTHER recycler.... so in other words, I now have 2 IF i remove the chest at the bottom,, expecting everything above to be removed,, I am left with a floating recycler,, (2nd pic attached) By the time the player informed me, they have replicated 16 recyclers.... Thank you, PersonalRecycler.json
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- 24 comments
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- #australia rust map
- #ionutshiro
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(and 1 more)
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- 46 comments
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- #timedpermissions
- #statusbar
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(and 7 more)
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after unloading the Timed Permissions In Statusbar plugin, the SubText message stayed until I reloaded CustomStatusFramework, after I reloaded both plugins and didn't use the toggle, no further issues.
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I was about to report the same thing
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Failed to call hook 'CanMountEntity' on plugin 'MyMiniCopter v0.5.6' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MyMiniCopter.Message (Oxide.Core.Libraries.Covalence.IPlayer player, System.String key, System.Object[] args) [0x00000] in <572d0b4b431c43258e53123eeb1c05fd>:0 at Oxide.Plugins.MyMiniCopter.CanMountEntity (BasePlayer player, BaseMountable mountable) [0x0016c] in <572d0b4b431c43258e53123eeb1c05fd>:0 at Oxide.Plugins.MyMiniCopter.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0062e] in <572d0b4b431c43258e53123eeb1c05fd>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0
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- 46 comments
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- #timedpermissions
- #statusbar
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(and 7 more)
Tagged with:
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As well at the ability for players to be able to /hide the status bar, I think it would be great to add an option to config to only show the status bar when within building range would be good. Alot of players complain about it being on their screen all the time, so having it only show when they are within building range would be good, EXAMPLE BELOW so you can choose how you want it for each one "permissionhere": { "true - Group | false - Permission": false, "Icon Url": "default", >> "Only show in Auth area" :true/false << "Time Format": "d\\d\\ hh\\h\\ mm\\m", "Color": "0.85 0.52 0.17 1", "Icon Color": "1 0.8 0 1", "Text Color": "1 1 1 1", "Subtext Color": "1 1 1 1" },
- 46 comments
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- #timedpermissions
- #statusbar
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(and 7 more)
Tagged with:
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Players are reporting to me that the Attack Heli that defends the convoy, upon distructioin is not leaving any loot crates behind, here is my config, I hope we can resolve this issue. Convoy.json
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Players are reporting that the Heli that defends the train, when attacked and crashes, offers no loot crates. here is my current settings, can you please help me to fix this issue? ArmoredTrain.json
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[HeliSignals] DEBUG: OnEntityDestroy hooked! bradleyapc[6482233] Just poppup on console. thought you should know