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Mike6FO

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Everything posted by Mike6FO

  1. Mike6FO

    Your Event is over

    If the event has more than 12 NPCs at a time, see the support thread right below this one. Unsure if the 1.9.9 release fixed that or not.
  2. Original player that reported this asked if there was any update.
  3. Any progress on a fix for this?
  4. Had a report of players purchasing raids only to have the raid show "starting" then roughly 10 seconds later displaying the event was over with no NPCs ever spawning. After some troubleshooting, it seems to be any raid with more than 12 NPCs (13+) this is happening on. To veriify, I took my easy raid that was 5 NPCs per wave and was working, set it to 13 NPCs per wave and ran into the issue. No NPCs ever spawned and the event just showed that it was over.
  5. Hey Crow, Looks like the new version of Monument Bradley (version 2+) by Razor s overwriting Bradley Tiers. Appears that bradleys spawn in with their initial tier health that's specified in Bradley Tier's config, but then their health is getting reset back to whatever is in Monument Bradley's config. Not sure if there is a way to really fix that with the new Monument Bradley 2. Worked great with version 1.x.
  6. Mike6FO

    Getting RPC kicks again

    Yes, I could select fine and that player was able to use each one after rejoining also. I haven't personally seen it myself for quite a few months and so I thought it was all fixed up.
  7. Mike6FO

    Getting RPC kicks again

    Players getting RPC kicks again when trying to select a wallpaper. Latest ones were when trying to select "Love Wall Tiles" "Hearts Wallpaper", and "Cupids Best Shot TIles". So all from the valentines booster pack I believe. When they rejoin, they are able to select and deploy though. But this is 3 kicks over a period of about 20 minutes for the same player. This is the message when they tried to select the "Cupids Best Shot Tiles" floor one: disconnecting: RPC Error in CLIENT_ChangeSkin: Object reference not set to an instance of an object. at WallpaperPlanner.%03e3efc680ad59e52b901f654e74405b52665c4e (BaseEntity+%59355258c41c20e5db9ceb3ced8cbbd848bf8561 %d100064167551edeb217d50cb68ae4a40346d545) [0x00000] in <00000000000000000000000000000000>:0 at WallpaperPlanner.%0903d7276f5ec4346ed53e6a252a1660400d482a (BasePlayer %4a9d57ecdfbe6bd9235be31c8005eb5a98ed48b7, System.UInt32 %c3df2c7b30b24e65bf6f0d8a69facc356351ac43, %3f96daf7a19ffad3d384851d31a98b801d930d6e %d100064167551edeb217d50cb68ae4a40346d545) [0x00000] in <00000000000000000000000000000000>:0 at BaseEntity.%35c5b0fba00b4960a8ca3adce4a1770303a4914b (System.UInt32 %775823812c8f706582886d8e9c88f8a28af15e07, %3f96daf7a19ffad3d384851d31a98b801d930d6e %89e8dcff6a103634f7b4ef5e16867999ca431695) [0x00000] in <00000000000000000000000000000000>:0 at Client.%d2dde79102fe88f8025ceb52b98fa58d385d1882 (%3f96daf7a19ffad3d384851d31a98b801d930d6e %c5d2bf273c48c0644bcc236daa174f596eb32066) [0x00000] in <00000000000000000000000000000000>:0 at Client.%bbbc1c3a261d96938eb1390ccacc226978f4209b (%3f96daf7a19ffad3d384851d31a98b801d930d6e %c5d2bf273c48c0644bcc236daa174f596eb32066) [0x00000] in <00000000000000000000000000000000>:0 at %22d3729af21cda571f4aad19142bef4c9775b9ab.%f808b3fc7cf72238f66ccfff0e09933d74df8499 (%5377f4c631f86d965ba2e50129165f72885a79de %ef1c5b81aa354dcac1bbd982a97d39d7f3ec4db9) [0x00000] in <00000000000000000000000000000000>:0 at %4105b829f556c502159b5869108b9c8d9831e9a7.%bbd8c954f7be9772178ea61f95d02fcb8ed76f3b () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
  8. Sorry. Thanks.
  9. Had a player call in a raid. His base is at the bottom of a cliff. Some of the raiders spawned in at the top and started attacking another players base and did a good deal of damage. Screenshot after we stopped event. Calling players base is on the right at the bottom (with the turrets on it). Other players bases is on the left in the foreground. The other player was not on at the time.
  10. Rustplugins.net doesn't seem to be responding so some images are not able to download.
  11. I actually forgot about this till today. LOL. Any update?
  12. Hey Khan, Players have found a way to bypass the limits by using a combiner. They will link 20 adapters, then toss in a combiner, then link another 20 adapters all in the same circuit. Was able to replicate it myself as well.
  13. Just to be sure, tested with all other plugins and extensions (chaos, rustedit, etc) disabled on Oxide.
  14. Hey Khan, Got a report of weapon attachments like muzzle break, boost, silencer not dropping off weapons when they break and keeping the weapon from firing. Tried disabling "Weapon attachment stack fix" just to see if that might be the issue, but it looks like only unloading stack modifier allows the attachment to drop off and return to player inventory.
  15. Mike6FO

    Armored Train

    I rather liked lootmanager myself. Though I keep clicking close when I mean to go back...but that's on me...LOL. But, I understand the decision as well. Cheers!
  16. Looks like the plugin is broken with current staging. Even with a default config, it reports a bad config file and unloads. Guessing since it's marked not available for purchase it won't be updated?
  17. NullReferenceException: Object reference not set to an instance of an object. at Oxide.Plugins.NpcRaiders+NpcRaiderBrain+BaseLauncherState+<WeaponFireTest>d__12.MoveNext () [0x00136] in <986556986be4472ead4af4ff56962a4f>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <935634f5cc14479dbaa30641d55600a9>:0
  18. I'll send my config via private as well. Also. the NRE error is still scrolling in console after unloading plugin. Restarting it now without plugin loaded to hopefully clear that up.
  19. Seeing this too (The RPC error in OnProjectileAttack message). Here is full error I'm seeing: ArgumentException: An item with the same key has already been added. Key: 382 at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x000dd] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.NpcRaiders+NpcRaider.CreateCorpse (BasePlayer+PlayerFlags flagsOnDeath, UnityEngine.Vector3 posOnDeath, UnityEngine.Quaternion rotOnDeath, System.Collections.Generic.List`1[T] triggersOnDeath, System.Boolean forceServerSide) [0x002c8] in <986556986be4472ead4af4ff56962a4f>:0 at BasePlayer.OnDied (HitInfo info) [0x002f7] in <f90c4b5933db4169a6173f882d3df598>:0 at BaseCombatEntity.Die (HitInfo info) [0x0008b] in <f90c4b5933db4169a6173f882d3df598>:0 at BasePlayer.Die (HitInfo info) [0x000ce] in <f90c4b5933db4169a6173f882d3df598>:0 at BaseCombatEntity.Hurt (HitInfo info) [0x002b8] in <f90c4b5933db4169a6173f882d3df598>:0 at BasePlayer.Hurt (HitInfo info) [0x0047f] in <f90c4b5933db4169a6173f882d3df598>:0 at Oxide.Plugins.NpcRaiders+NpcRaider.Hurt (HitInfo info) [0x000b8] in <986556986be4472ead4af4ff56962a4f>:0 at BaseCombatEntity.OnAttacked (HitInfo info) [0x00023] in <f90c4b5933db4169a6173f882d3df598>:0 at BasePlayer.OnAttacked (HitInfo info) [0x000e5] in <f90c4b5933db4169a6173f882d3df598>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.BasePlayer.OnProjectileAttack_Patch0(BasePlayer,BaseEntity/RPCMessage) at BasePlayer.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) [0x009b3] in <f90c4b5933db4169a6173f882d3df598>:0 UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object) UnityEngine.DebugLogHandler:LogException(Exception, Object) UnityEngine.Logger:LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) BasePlayer:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:SV_RPCMessage(UInt32, Message) ServerMgr:OnRPCMessage(Message) ServerMgr:OnNetworkMessage(Message) Facepunch.Network.Raknet.Server:ProcessRead(NetRead) MonoMod.Utils.DynamicMethodDefinition:Network.BaseNetwork.Cycle_Patch0(BaseNetwork) MonoMod.Utils.DynamicMethodDefinition:ServerMgr.Update_Patch0(ServerMgr) Also seeing this a lot. Looks like the 2nd error reported above: NullReferenceException: Object reference not set to an instance of an object. at Oxide.Plugins.NpcRaiders+NpcRaiderBrain+BaseLauncherState+<WeaponFireTest>d__12.MoveNext () [0x00136] in <986556986be4472ead4af4ff56962a4f>:0
  20. Pulled the map up in RustEdit to see if anything was wonky with the road path there. Could it be the side road coming too far into the main road? Doesn't look like it's quite hitting that section though and its turning the wrong way. The main road path looks OK.
  21. Seeing it also. Convoy.json
  22. Mike6FO

    Wolf spawn damage - Evil

    Anyway to disable the initial spawn in damage that occurs when Evil spawns wolfs? Currently, with a hazmat on, at the edge of Evil's roam range, wolfs spawn in at Evil's position and player loses 55 health. Had one player die just flying over him. evil wolf damage.mp4
  23. Getting the unnamed connection limit message again. But it is confirmed that its due to them hitting 20 storage adapters. So working right, just not showing the correct reason for the block. Tried a build with 21 boxes and storage adapters only (no conveyors or anything else) and got the same.
  24. Mike6FO

    Request for new ToS

    Think I found it. BetterNPCNames. Not sure why it was only affecting this and not other NPC plugins though. Will get rid of it and bring skins back. Thanks
  25. Mike6FO

    Request for new ToS

    Ok, I'll look at it tomorrow and see if I can figure out what is causing it. Thank you.

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