CsaszyKJ
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Everything posted by CsaszyKJ
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- 281 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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- 279 comments
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- #updates checker
- #plugin
- (and 5 more)
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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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- 279 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)
Tagged with:
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- 106 comments
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- #custom
- #custom map
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(and 2 more)
Tagged with:
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- 106 comments
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- #custom
- #custom map
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(and 2 more)
Tagged with:
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Sorted. the .cs file was 0bytes on the server. Apologies.
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Hi, Got this message when I've tried to start the server: NullReferenceException: Object reference not set to an instance of an object at ResourceDepositManager.GetOrCreate (UnityEngine.Vector3 pos) [0x00005] in <046173048be24f69a4e40561b1ef3c0e>:0 at MiningQuarry.ServerInit () [0x00021] in <046173048be24f69a4e40561b1ef3c0e>:0 at BaseNetworkable.Spawn () [0x00035] in <046173048be24f69a4e40561b1ef3c0e>:0 at BaseEntity.Spawn () [0x00000] in <046173048be24f69a4e40561b1ef3c0e>:0 at BaseEntity.SpawnAsMapEntity () [0x00096] in <046173048be24f69a4e40561b1ef3c0e>:0 at ServerMgr.SpawnMapEntities () [0x00015] in <046173048be24f69a4e40561b1ef3c0e>:0 at ServerMgr.Initialize (System.Boolean loadSave, System.String saveFile, System.Boolean allowOutOfDateSaves, System.Boolean skipInitialSpawn) [0x0002c] in <046173048be24f69a4e40561b1ef3c0e>:0 at Bootstrap+<StartServer>d__19.MoveNext () [0x002ff] in <046173048be24f69a4e40561b1ef3c0e>:0 (Filename: <046173048be24f69a4e40561b1ef3c0e> Line: 0) Thanks! Regards