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Everything posted by KingSizeKevin
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Server froze up after installing this plugin
KingSizeKevin replied to KingSizeKevin's Support Request in Support
Sounds good, I will anticipate that update and give it a run on our test dev server -
Server froze up after installing this plugin
KingSizeKevin replied to KingSizeKevin's Support Request in Support
okay thanks will follow up. It might be coincidental. Just fyi I also get these notifications from junkpileNPC with your plugin unloaded 9:04 AM [JunkpileNPC] why not Walker doseyourdome[9917378] 9:08 AM [JunkpileNPC] why not DungeonScarecrow[8540380] 9:08 AM [JunkpileNPC] why not DungeonScarecrow[3440498] 9:08 AM [JunkpileNPC] why not DungeonScarecrow[9859220] 9:16 AM [JunkpileNPC] why not Walker edwin[6702487] But server has never had a hard freeze like that before. Although it is eerily similar to the Facepunch AI freeze bug that used to plague servers frequently last year and the year before. I will boot up my test server and make a copy of the current wipe and re-add your plugin and test for issues. Thanks for the quick response and help! -
Only after I added this plugin my server suffered a freeze/hang overnight I use JunkpileNPC plugin and it looks like something maybe happened? I get spammed this in the console after using this plugin which didnt happen before. "(03:03:55) | [JunkpileNPC] why not DungeonScarecrow[1919570] (03:03:55) | [JunkpileNPC] why not DungeonScarecrow[754851]" And then the server froze up during one of these batches of new spam I get in console. Any idea why that froze the server up?
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When can we expect the next version to resolve this?
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Another Suggestion: When using the NPCs assist other NPCs option, we should have an option to classify bows, crossbows, compound bow & nailguns as "silenced" weapons, just like how the silencer can prevent the npc assist. Some people expressed it would make sense as these weapons make less noise. Not everyone might like this though so a config option would be nice.
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- 57 comments
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- #ultimatercon
- #amino
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(and 4 more)
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Any update? Can we please get this working?
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- 57 comments
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- #ultimatercon
- #amino
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(and 4 more)
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Players can claim horses they dont own at ranch/large barn
KingSizeKevin replied to KingSizeKevin's Support Request in Support
Hi any solution yet? -
I understand. The reason I suggest splitting them is because lesser skilled players feel pressured by the times, and the hyper competitiveness of "Who is the fastest time", but the signal being thrown is great for Global chat because it makes their neighbors aware of an incoming patrol heli. There is a big benefit to having them both optional as team or global chat. Thank you for the consideration.
- 395 comments
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- #helicopter
- #helicopters
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Suggestion: Can we make the chat announcements all optional to global or team chat? For example, I would like to announce to global chat when a player throws a singal, but only broadcast to the team their stats for taking down the heli. Can we make that optional instead of all chat messages to global or all chat messages to team?
- 395 comments
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- #helicopter
- #helicopters
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- 424 comments
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- #statistics
- #leaderboard
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Players can claim horses they dont own at ranch/large barn
KingSizeKevin replied to KingSizeKevin's Support Request in Support
I'm still having the same issue with 1.1.3 -
Players can claim horses they dont own at ranch/large barn
KingSizeKevin posted A Support Request in Support
With the new update, if players examine a horse at Ranch, they claim it, even though they did not put a saddle on it yet. I rolled back to an older version and it stopped doing that -
My servers are BattleZone.gg and we run a hybrid Vanilla PVP & PVE community. We consistently rank around #2 or 3 in our respective server categories. Our servers have been online since 2019 and I have put a lot of time and dedication in to building a unique community. Over the last year I have outsourced various little projects to paid developers but this solution is not working out for me anymore. We have reached a point where we need a dedicated partner to help facilitate all of our plugin and technical operational needs. Our servers are not heavily monetized and do not feature any P2W. It is an entirely organically built community. With that said, we want someone on our team who shares a vision for our server who can help tighten things up, deliver new custom features, and help us get to the next level. I don't need another plugin dev who just charges me for a plugin and I never see them again. I am looking for someone to join the team, who sees our ripe potential to become #1 in all of our respective categories, and take things to another level. I have a base amount I can allocate monthly and would like to allocate a much larger chunk if you are the person that can help us succeed. If our community grows, you will reap the benefits. If this sounds like the kind of relationship you would like to have with a server owner, please contact me so we can continue this discussion. Discord ID: rabidkevin Discord server: https://discord.gg/battlezone Website: https://battlezone.gg
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When a player uses a super syringe, it cancels the effect of the max health tea
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They just sit on the ground forever, never despawn, and no heli ever comes. Also getting the console save error spam but you are aware of that.
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Recent update broke other plugins
KingSizeKevin replied to KingSizeKevin's Support Request in Support
When the plugin fails, it spawns a vanilla bradley, so just reloading plugin doesnt suffice -
Recent update broke other plugins
KingSizeKevin replied to KingSizeKevin's Support Request in Support
Still get this error after updating to 1.3.0, it is referencing npc kits? (07:00:39) | Failed to call hook 'OnServerInitialized' on plugin 'CustomBradley v1.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NPCKits+Patches+ScientistNPCDisplayNames.ScientistNPCFix (System.String& __result, ScientistNPC __instance) [0x00009] in <2b36e09905a549609f1b36ef7f1e2983>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.ScientistNPC.get_displayName_Patch2(ScientistNPC) at Oxide.Plugins.CustomBradley.<OnServerInitialized>b__22_3 (BasePlayer i) [0x0000d] in <2b36e09905a549609f1b36ef7f1e2983>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x00037] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at Oxide.Plugins.CustomBradley.OnServerInitialized () [0x000e0] in <2b36e09905a549609f1b36ef7f1e2983>:0 at Oxide.Plugins.CustomBradley.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0006a] in <2b36e09905a549609f1b36ef7f1e2983>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 -
Update causing nothing to happen when signal thrown
KingSizeKevin replied to Venedas's Support Request in Support
I dont know if this is related, but were getting intermittent signals thrown doing nothing. They just go on the ground and stay on the ground forever, and then do not save correctly (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Entity is NULL but is still in saveList - not destroyed properly? Heli Signal (Easy) (19:39:03) | Saved 98,295 ents, cache(0.28), write(0.08), disk(0.02). -
Still happening on the latest version. Player buys https://umod.org/community/building-workbench skill and gets the permission set on them. The plugin does not work for them. I do an o.reload skills And then the building workbench starts working for them.