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MrLiquid

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Everything posted by MrLiquid

  1. I find when the tugboat runs over floating loot or hits the bottom on the ocean there is a loud bang.. buts that's all I notice
  2. It fill server logs, any error in code in a PAID plugin that affects the performance of a server surely is worthy of their time? as its worthy enough to collect money for it?
  3. MrLiquid

    Oxide groups

    Sure would be a great feature for your bot to be able to Syc Oxide/discord roles That would def make it the ULTIMATE bot then and give many a reason to ditch Rustcord
  4. MrLiquid

    Latest round of errors

    Failed to call hook 'CanDismountEntity' on plugin 'MyMiniCopter v0.5.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MyMiniCopter.DoLog (System.String message) [0x00000] in <ae8dc29774b64997a19572442ba2fb29>:0 at Oxide.Plugins.MyMiniCopter.CanDismountEntity (BasePlayer player, BaseMountable mountable) [0x0008e] in <ae8dc29774b64997a19572442ba2fb29>:0 at Oxide.Plugins.MyMiniCopter.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00666] in <ae8dc29774b64997a19572442ba2fb29>: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 Failed to call hook 'CanDismountEntity' on plugin 'MyMiniCopter v0.5.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MyMiniCopter.DoLog (System.String message) [0x00000] in <ae8dc29774b64997a19572442ba2fb29>:0 at Oxide.Plugins.MyMiniCopter.CanDismountEntity (BasePlayer player, BaseMountable mountable) [0x0008e] in <ae8dc29774b64997a19572442ba2fb29>:0 at Oxide.Plugins.MyMiniCopter.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00666] in <ae8dc29774b64997a19572442ba2fb29>: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
  5. Failed to call hook 'OnEntityTakeDamage' on plugin 'BradleyDrops v1.1.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.BradleyDrops.OnEntityTakeDamage (BradleyAPC bradley, HitInfo info) [0x00243] in <ae8dc29774b64997a19572442ba2fb29>:0 at Oxide.Plugins.BradleyDrops.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005b5] in <ae8dc29774b64997a19572442ba2fb29>: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
  6. can we please get some traction on a fix though, its an ongoing nasty issue. ALL these awesome developers and programmers ...
  7. MrLiquid

    Update for new items

    open StackMOdifier.cs and add this {"tugboat", 1}, {"hazmatsuit.diver", 1}, {"rifle.ak.diver", 1}, {"diverhatchet", 1}, {"diverpickaxe", 1}, {"divertorch", 1}, The new items
  8. MrLiquid

    Please

    PLEASE?
  9. @Death @Adem Are we any closer to a patch for this please? I am seeing a growing number of people with the same issues looking for a solution within the RAA and Codefling support community.
    WOW, adding another great fun event for my players, they love this!!, Well done @The_Kiiiing The captain with the code, great feature! Highly recommend this plugin
  10. I would comment, my players complain of HUGE frame loss when near the tugboat event.
  11. there is a moving map marker for the Tug Boat event
  12. MrLiquid

    Skirmish

    Can these arenas being incorporated in Paintball? it seems like a very similar event plugin
  13. MrLiquid

    event end

    Thank you for latest additions Even though all loot is collected and all npc's are dead. the event persists to run, showing by MAP marker showing on the map still.. Can the event "end" after all loot/npc's are dead please?
  14. MrLiquid

    Armored Train

    where ever it needs to be .. its a ArmoredTrain suggestions, correct Me if I am wrong, is this not ArmoredTrain Support/discussion?
  15. MrLiquid

    Armored Train

    Suggestion, "Allow the non-owner of the event to enter the event zone? [true/false]": false, add config option to allow ADMIN (auth level 1 & 2) in to event event zone when locked to player/team
  16. Unloaded plugin ArmoredTrain v1.3.5 by Adem (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 747) Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 1728) NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.ArmoredTrain+Train.DestroyZone () [0x001ab] in <951e9e173c114f15aa5c779da0040c84>:0 at Oxide.Plugins.ArmoredTrain+Train.OnDestroy () [0x0016f] in <951e9e173c114f15aa5c779da0040c84>:0 (Filename: <951e9e173c114f15aa5c779da0040c84> Line: 0) Train was running on aboveground tracks but I unloaded the plugin on my test server, the result is above
  17. I may have found the problem, I ran all the offending plugins on a test server one by one and all sorts of variations of interactions until I came across this All other "Kinematic" plugins were unloaded. Unloaded plugin ArmoredTrain v1.3.5 by Adem (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Loaded plugin ArmoredTrain v1.3.5 by Adem (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 747) Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 1728) [ArmoredTrain] | Luffy Rust Express | Event activated (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
  18. @Adem I may have found the problem, I ran all the offending plugins on a test server one by one and all sorts of variations of interactions until I came across this All over "Kinematic" plugins were unloaded. Unloaded plugin ArmoredTrain v1.3.5 by Adem (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Loaded plugin ArmoredTrain v1.3.5 by Adem (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35) Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 747) Kinematic body only supports Speculative Continuous collision detection (Filename: Line: 1728) [ArmoredTrain] | Luffy Rust Express | Event activated (Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 35)
    Added this great event to my server. well rounded and plenty of configurable features with this plugin & the ability to fully customize the train composition makes the event anywhere from easy to super hard. My players cant wait for the next train to come. The developer is also very responsive.
  19. MrLiquid

    another new bug

    when I saw this error I searched the map and found the train had not formed correctly (see attached picture) NullReferenceException at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component) at Oxide.Plugins.ArmoredTrain+Train.CreateZone () [0x00010] in <63a62f76af52461f98c3ab649490990a>:0 at Oxide.Plugins.ArmoredTrain+Train.TrainStartStopControl () [0x00066] in <63a62f76af52461f98c3ab649490990a>:0 at Oxide.Plugins.ArmoredTrain+Train+<ControlCorountine>c__Iterator2.MoveNext () [0x00031] in <63a62f76af52461f98c3ab649490990a>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <0b31faaf1c50461d95c83ac166a20393>:0
  20. Hopefully with a little cooperation from developers and alike and some checks placed in code we can find a solution.
  21. @WhiteThunder suggested the following actions; <snip> For next steps, see if you can reproduce the warning appearing in the logs when using the features of those plugins. If you can, you can ask the developer to set the Rigidbody collision detection mode to speculative continuous before setting isKinematic to true. This is only necessary if the plugin is setting isKinematic to true for rigidbody objects that currently have a different collision detection mode (which you can't easily guess, so might as well just do it every time). https://docs.unity3d.com/ScriptReference/Rigidbody-collisionDetectionMode.html [docs.unity3d.com] Alternatively, you could try editing the code of all those plugins yourself to see if you can make the warning go away, as a test to see which plugins are contributing. Could also try adding a check to each plugin which logs a more traceable message stating that the collision detection mode was the wrong type. </snip> To try and narrow down which plugin is causing this, I have compiled a list of MY plugins using the "isKinematic" which could lead to the errors filling our server logs every day. <snip> From my list of plugins I have found the following plugins with 'isKinematic' used within their code; ** Armored Train (by Adem) plugin ** Convoy (by Adem) plugin JetEvent (by Razor) plugin SkinBox(k1lly0u from chaoscode) plugin ** Sputnik (by Adem) plugin XDQuest (by DezLife) plugin ZoneManager (by k1lly0u) plugin </snip> ** The plugins of yours can you please add checking to your code for that error, something like this to help me track down the misbehaving code... at the moment only an error that is given.. gives no clue to which plugin causing it. if (rigidbody.collisionDetectionMode != CollisionDetectionMode.ContinuousSpeculative) { Puts($"Setting ridigbody to kinematic with {rigidbody.collisionDetectionMode}" collision detection mode which will generate a warning"); } rigidbody.isKinematic = true; Many Thanks @Adem @DeathI'm still trying to find a solution.
  22. @Death do you have a solution please sir? WhiteThunder offered this https://umod.org/community/rust/49102-this-is-an-ongoing-problem-that-seems-to-be?page=1#post-7
  23. MrLiquid

    LATEST BUG

    no, the only other Bradley related plugin I run is BradleyDrops, players throw a supply signal and a Bradley parachutes in for them to fight.

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