
CsaszyKJ
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Everything posted by CsaszyKJ
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Hi, Just noticed now in our console this: (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/ColliderWorld" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (23:04:38) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/ColliderWorld" And it repeats itself endlessly, till I unload the plugin, causing a little lagg on the server. Players reported, once the heli crashes, NPC's are in the terrain, and shooting playes - but they can't see the NPC's. Managed to capture a screenshot yesterday, none of the 2 NPC's are visible for players. Thanks.
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This in from the console, while the server starts: " logs_dry (DensitySpawnPopulation) has 754 objects, but max allowed is 743 - deleting 11 objects logs_snow (DensitySpawnPopulation) has 596 objects, but max allowed is 558 - deleting 38 objects logs_wet (DensitySpawnPopulation) has 989 objects, but max allowed is 960 - deleting 29 objects procmap_v3_arid_palms_light (DensitySpawnPopulation) has 210 objects, but max allowed is 201 - deleting 9 objects procmap_v3_arid_cactus (DensitySpawnPopulation) has 1443 objects, but max allowed is 1369 - deleting 74 objects procmap_v3_temp_field_small (DensitySpawnPopulation) has 3518 objects, but max allowed is 3386 - deleting 132 objects procmap_v3_tundra_forest_saplings (DensitySpawnPopulation) has 2847 objects, but max allowed is 2812 - deleting 35 objects procmap_v3_bushes_temp_field (DensitySpawnPopulation) has 2346 objects, but max allowed is 2257 - deleting 89 objects procmap_v3_bushes_temp_forest (DensitySpawnPopulation) has 207 objects, but max allowed is 201 - deleting 6 objects procmap_v3_bushes_temp_forestside (DensitySpawnPopulation) has 721 objects, but max allowed is 698 - deleting 23 objects procmap_v3_bushes_temp_waterside (DensitySpawnPopulation) has 858 objects, but max allowed is 853 - deleting 5 objects procmap_v3_bushes_tundra_field (DensitySpawnPopulation) has 1381 objects, but max allowed is 1344 - deleting 37 objects procmap_v3_bushes_arid_desert (DensitySpawnPopulation) has 3852 objects, but max allowed is 3635 - deleting 217 objects procmap_v3_bushes_arid_dry (DensitySpawnPopulation) has 624 objects, but max allowed is 594 - deleting 30 objects procmap_v3_bushes_arid_grass (DensitySpawnPopulation) has 2824 objects, but max allowed is 2709 - deleting 115 objects procmap_v3_bushes_arid_ocotillo (DensitySpawnPopulation) has 623 objects, but max allowed is 594 - deleting 29 objects done. "
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- 570 comments
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- #hud
- #interface
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(and 6 more)
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- 229 comments
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- 229 comments
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- 7 comments
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- #3.5k
- #custom map
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(and 2 more)
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This one is from the console as well, upon server start: 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 "Decor/assets/bundled/prefabs/modding/glass/glass_type_industrial.prefab"
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Same here, just Wiped our server, and after start straight away spamming the console. Performance is "Perfect" - so far.
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Hi, Just noticed this today in the console: (19:42:35) | System.NullReferenceException: Object reference not set to an instance of an object at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x000e3] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.ShotTest (System.Single targetDist) [0x000f7] in <7eac839b92da418b8d174606e4699650>:0 at ScientistNPC.ShotTest (System.Single targetDist) [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.RealisticShotTest () [0x000a1] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StartAttacking () [0x0006c] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StateThink (System.Single delta, BaseAIBrain _brain, BaseEntity _entity) [0x000ec] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at BaseAIBrain.Think (System.Single delta) [0x00071] in <7eac839b92da418b8d174606e4699650>:0 at BaseAIBrain.DoThink () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0 at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.ServerThink_Internal () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0 at HumanNPC.TryThink () [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <7eac839b92da418b8d174606e4699650>:0 (19:42:41) | NullReferenceException: Object reference not set to an instance of an object (19:42:47) | System.NullReferenceException: Object reference not set to an instance of an object at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x000e3] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.ShotTest (System.Single targetDist) [0x000f7] in <7eac839b92da418b8d174606e4699650>:0 at ScientistNPC.ShotTest (System.Single targetDist) [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.RealisticShotTest () [0x000a1] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StartAttacking () [0x0006c] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StateThink (System.Single delta, BaseAIBrain _brain, BaseEntity _entity) [0x000ec] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at BaseAIBrain.Think (System.Single delta) [0x00071] in <7eac839b92da418b8d174606e4699650>:0 at BaseAIBrain.DoThink () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0 at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.ServerThink_Internal () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0 at HumanNPC.TryThink () [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at AIThinkManager.DoProcessing (ListHashSet`1[T] process, System.Single budgetSeconds, System.Int32& last) [0x00014] in <7eac839b92da418b8d174606e4699650>:0 (19:43:00) | NullReferenceException: Object reference not set to an instance of an object (19:43:06) | System.NullReferenceException: Object reference not set to an instance of an object at BaseProjectile.ServerUse (System.Single damageModifier, UnityEngine.Transform originOverride) [0x000e3] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.ShotTest (System.Single targetDist) [0x000f7] in <7eac839b92da418b8d174606e4699650>:0 at ScientistNPC.ShotTest (System.Single targetDist) [0x00000] in <7eac839b92da418b8d174606e4699650>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.RealisticShotTest () [0x000a1] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StartAttacking () [0x0006c] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at Oxide.Plugins.RaidableBases+HumanoidBrain+AttackState.StateThink (System.Single delta, BaseAIBrain _brain, BaseEntity _entity) [0x000ec] in <6bbd4978df2b471b91ff9d08f6da7701>:0 at BaseAIBrain.Think (System.Single delta) [0x00071] in <7eac839b92da418b8d174606e4699650>:0 at BaseAIBrain.DoThink () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0 at HumanNPC.ServerThink (System.Single delta) [0x0001a] in <7eac839b92da418b8d174606e4699650>:0 at NPCPlayer.ServerThink_Internal () [0x0000d] in <7eac839b92da418b8d174606e4699650>:0 at HumanNPC.TryThink () [0x00000] in <7eac839b92da418b8d174606e4699650>:0 TIA.
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- 270 comments
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- #updates checker
- #plugin
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Hi, Thanks for the plugin! May I ask, what cause it's not showing if player is joining, just a number after the online players? Thanks
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Hi, Thanks for your quick response. Appreciated! Spawn Inside Bases - are all False Final Death - except Easy is True Easy: " "Enabled": true, "Amount That Can Throw Weapons": 5, "Amount Of Murderers To Spawn": 10, "Minimum Amount Of Murderers To Spawn": 4, "Spawn Random Amount Of Murderers": true, "Amount Of Scientists To Spawn": 8, "Minimum Amount Of Scientists To Spawn": 4, "Spawn Random Amount Of Scientists": true, "Allow Npcs To Roofcamp": false, "Allow Npcs To Counter Raid": true, "Allow Npcs To Leave Dome When Attacking": false, "Allow Npcs To Shoot Players Outside Of The Dome": true, "Allow Npcs To Play Catch When Equipped With Explosives": true, " The rest of the difficulties are the same, but the number increases & "Allow Npcs To Leave Dome When Attacking": true. Once the Raid completed, upon Final Death spawn the right quantity of the NPC's. We did server restart since, and only the Scheduled are doing this, what Admin's spawning bases with dtevent - are all good, spawning the right ammount of NPC's. Thanks for your time! Kind Regards Janos
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- 270 comments
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- #updates checker
- #plugin
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Hi, May I ask, how it the Cooldowns Reset working - which the buyers can buy via command? I've setup the Config/Raidablebases.json: "Cooldowns (0 = No Cooldown)": { "Reset Cooldown Costs": { "Custom Currency": { "Enabled": true, "Item Shortname": "scrap", "Item Name": null, "Amount": 800, "Skin": 0 }, "Economics Money": 0.0, "ServerRewards Points": 0 My question is, what's the command for players to access this cooldown - to reset their Lockout ? The UI section is all set to true, not worth to paste it I guess. Thanks!
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- 19 comments
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- 1
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- #gui
- #information
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(and 4 more)
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