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KingSizeKevin

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Everything posted by KingSizeKevin

  1. 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.
  2. When the plugin fails, it spawns a vanilla bradley, so just reloading plugin doesnt suffice
  3. 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
  4. 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).
  5. 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.
  6. KingSizeKevin

    Players can loot horses

    They cant steal the horse, but they can open the inventory and steal the loot. Can you protect the container?
  7. Any update?
  8. Its rather annoying, and will have to choose between plugins, so if theres a fix for this would be appreciated
  9. NPC Kits is causing other plugins to fail after this months update when it didnt cause this problem before. Is this fixable?
  10. How do I fix this? Why does CustomBradley use NPCKIts? Ive used NPC Kits for years, and they just recently had to do an update for forced patch in August, which obviously caused a problem with this plugin. How do I resolve this?
  11. The new update is nice! How can I make it spawn vanilla NPCs still when bradley is half way dead?
  12. This is the error that happens, looks like it might be a plugin conflict? (07:00:00) | 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 <fc1178341d1f437288b06fcebbdced8b>: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 <fc1178341d1f437288b06fcebbdced8b>:0 at System.Linq.Enumerable+WhereEnumerableIterator`1[TSource].MoveNext () [0x00037] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at Oxide.Plugins.CustomBradley.OnServerInitialized () [0x000e0] in <fc1178341d1f437288b06fcebbdced8b>:0 at Oxide.Plugins.CustomBradley.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0006a] in <fc1178341d1f437288b06fcebbdced8b>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>: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 (07:00:13) | BradleyAPC Spawned at :(-1061.29, 25.32, 1230.95)
  13. After a player does a bradley event, the seller does not return sometimes.
  14. Nice plugin.. Could you add a true/false toggle option for Purple smoke coming off the tail of the plane? Players aren't sure what are personal supply signals or the event, so for me it would be hugely beneficial if the supply drop plane on this event looked slightly different. Thanks for the great work!
  15. edit: disregard, working so far, will report if issue
  16. KingSizeKevin

    Limits not working

    If you set it to limit 1 tugboat per player in a wipe, it will not let them get an initial tugboat. Also, no player data goes in to the data file after purchase. This may be related?
  17. Am I the only one with this issue? f7 reports not working at all since updating to 3.0.9
  18. Since I updated the bot from 3.0.7 to 3.0.9, Discord reports stop functioning 100%. Is this well tested or did I somehow mess something up?
  19. KingSizeKevin

    Skills

    Yes it is specifically my daily restart that triggers it. It will work fine all day, then daily restart happens, then all permission based skills no longer apply. Some server restarts it did come back up fine, other server restarts it does not. If I do an o.reload Skills after the server starts, the permission skills will apply again.
  20. Calling hook CanBradleyApcTarget resulted in a conflict between the following plugins: BotReSpawn - False (Boolean), CustomBradley (True (Boolean))
  21. KingSizeKevin

    Skills

    Hello, something weird is going on. All my skills that give permission for other plugins are working intermittently. It happens at our daily server restart. Some days the permissions load for players, some days it does not. Any way to make sure they always load? Edit, Reloading skills plugin after server restarts will get permissions back in, but I dont want to have to do that daily
  22. When players submit a report, it cuts the subject down to 1 word, even if the user submitted more data. Attached examples of what Ultimate RCON does vs Discord Report plugin
  23. Why would it be strange? Its an "event manager". The Automated Events plugin on Umod supported this out of the box. Having a disabled event is just as much an important config as a timer for one, as it provides flexability in how admins want to configure their events. And if I did set an event with this event manager plugin, it still ends the facepunch timed event also? So its doubled up? My understanding is this plugin is meant to give control of events. Currently I will still have to use Automated Events on top of this plugin to truly control all events and it would be much better if this one handled all functions.
  24. Hello, does this plugin disable facepunch events by default if there is no schedule set?
  25. Can you please add a config so bradley does not shoot NPCs? Or can it respect other plugins that tell it not to? BotReSpawn and ZombieHorde both have a config for Bradley to ignore them, but your plugin does not respect it, and still tries to target them, when they shouldnt. I believe they both have an API to prevent this problem. It causes a lot of console spam.
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