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KingSizeKevin

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Everything posted by KingSizeKevin

  1. Definitely this plugin that caused it. I removed NPCKits, and made a Save Recovery plugin, to fix entity saving again, and it fixed the problem without going back again. Warning to anyone who updates this plugin to the latest version. If anyone needs the Save recovery plugin, DM me on discord - rabidkevin
  2. Anyone else experiencing a corrupt .sav file after updating this plugin? I'm pretty sure it is the culprit. After I updated this plugin, my console looked like this, and if I restart the server, its totally ruined. As long as I dont restart, everything appears normal to players (08:55:07) | Saved 84,656 ents, cache(0.02), write(0.02), disk(0.01). (09:00:07) | Saved 84,690 ents, cache(0.02), write(0.04), disk(0.01). (09:05:07) | Saved 84,716 ents, cache(0.03), write(0.01), disk(0.01). (09:10:07) | Saved 81 ents, cache(0.00), write(0.01), disk(0.00). (09:15:07) | Saved 299 ents, cache(0.00), write(0.00), disk(0.00). (09:20:08) | Saved 442 ents, cache(0.00), write(0.01), disk(0.00).
  3. Any way to support the new radiation timer on monuments? Making the cards/loot spawn faster doesnt really help anymore when the monument has its own rads timer now to force players out of the monument, making this plugin mostly useless. Would be nice if we could adjust the Rad timer per monument too.
  4. Broke with the latest update AntiLadderandTwig - Failed to compile: 'ulong' does not contain a definition for 'userid' and no accessible extension method 'userid' accepting a first argument of type 'ulong' could be found (are you missing a using directive or an assembly reference?) | Line: 38, Pos: 80
  5. Can we add the blueprint fragments in as an option to speed up?
  6. edit: disregard, I was loading profile not loot
  7. I have been racking my brain trying to find the culprit of this error. What happens is a player is playing fine for a few days, then he logs back in only to get these errors: If I kill the player in-game, and then they try to rejoin, the error shifts to this: I removed the limit entities plugin, the server had a daily restart, and then the player could re-join the server again. Am I right that Limit Entities is a possible culprit for this RPC error? Thank you for your time.
  8. Will BotReSpawn NPCs work on this thing? Does it have navmesh for them to move around?
  9. Seems to be something weird with new update. I see the junkpile NPC name tags way high i n the ski like they are floating, and cant see them spawned anywhere
  10. Getting this error on staging when killing a zombie at a junkpile
  11. Hello, quick question.. When players run a tugboat into the Raid Bases dome, the tugboat goes flying half across the map. Any way to make it just bounce back a little instead?
  12. There is one vanilla NPC that spawns as roamtethered, which will absorb the desert scientist profile. So I always have 1 desert scientist in arctic research base which is kinda weird. Can that be fixed?
  13. Would it be possible to allow wind variable as if its always max height? Essentially any placed windmill would behave the same as one placed at maximum height, instead of a forced constant variable?
  14. KingSizeKevin

    Shooting at bots

    I fixed the issue with this addition of code: private object CanBradleyApcTarget(BradleyAPC apc, BasePlayer player) { // First check if it's a BotReSpawn NPC if (player is NPCPlayer npc && BotReSpawn?.Call<bool>("IsBotReSpawn", npc) == true) { return false; // Prevent targeting BotReSpawn NPCs } // Original player targeting logic if (controller?.currentAPC != apc || !player.userID.IsSteamId()) return null; return CanInteractWith(player, apc) ? controller.apcSettings.Behavior.AlwaysShoot ? true : (object)null : false; }
  15. KingSizeKevin

    Convoy

    Can you please break the config file into multiple files? Maybe a config file for each tier? The 200KB config file is very hard to edit
  16. Edit: Found it - "Lock Treasure To First Attacker": true, I had it enabled but its not working based on using explosives first. I am trying to have raidable bases with no NPCs. Is it possible do detect the first attacker on raid damage?
  17. Is it possible to add support for jungle junkpile npc? and im not sure if any other news ones that im not thinking of
  18. Hello, I would like to suggest the following. On the default profiles screen, could we get another tab on that screen with "offline profiles" or something of that nature? For example I might make a change to abandoned mil bases, but then one of the other 3 variations spawn next wipe. Or another example I adjusted the NPCs at mining outpost but only had 2 of them on this map, when there will be 7 on the next map. So in the offline profiles section, we could browse all the botrespawn profiles that are in the config but not active. When visiting this page, the enable true/false could just be stuck as false and unchangeable. Just a thought about managing offline default profiles. Thanks!
  19. KingSizeKevin

    NPC not spawning

    So Sorry, meant to post on this and got redirected to the wrong page You can close
  20. Certainly within scope, but you could just say you dont want to add it. You have economics tied to purchasing tug boats ,and the free ones avoid the need to buy one. It would be beneficial if we could remove that factor to elevate the purchasing experience. Its what the other similar plugin to this does but it is a massive plugin with a lot of overrhead. Certainly makes sense this plugin would support it for economic control. Thanks for the response.
  21. KingSizeKevin

    NPC not spawning

    Turrets spawn and work, but not seeing any npcs. Any ideas?
  22. Can you add support to block vanilla spawning tugboats?
  23. I tried to update the jungle custom loot profiles, reloaded config, and then was greeted with the same spam (04:45:48) | Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object.) at Oxide.Plugins.CustomLoot.AddToBotList (BasePlayer player) [0x0001c] in <0e2c9bb252d34b47b4eef70dfcfc671b>:0 at Oxide.Plugins.CustomLoot+<>c__DisplayClass26_0.<OnEntitySpawned>b__0 () [0x00019] in <0e2c9bb252d34b47b4eef70dfcfc671b>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Oxide.Core.OxideMod.OnFrame_Patch0(Oxide.Core.OxideMod,single)
  24. Tested on staging branch just now and get this compile error: 114 HorseLock - Failed to compile: The type or namespace name 'RidableHorse2' could not be found (are you missing a using directive or an assembly reference?) | Line: 106, Pos: 36
  25. Any ETA?
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