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Mike6FO

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Everything posted by Mike6FO

  1. Sorry. Thanks.
  2. 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.
  3. Rustplugins.net doesn't seem to be responding so some images are not able to download.
  4. I actually forgot about this till today. LOL. Any update?
  5. 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.
  6. Just to be sure, tested with all other plugins and extensions (chaos, rustedit, etc) disabled on Oxide.
  7. 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.
  8. 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!
  9. 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?
  10. 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
  11. 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.
  12. 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
  13. 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.
  14. Seeing it also. Convoy.json
  15. 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
  16. 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.
  17. 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
  18. 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.
  19. Mike6FO

    Request for new ToS

    Not sure why the quote but no response. I was looking for a way to keep their skins applied to their clothing, but not have them drop those skinned items in order to be compliant with the new ToS. Currently, when they die, they drop their equipped gear (with skins) and their configured loot. The loot isn't skinned, only their kits. Was hoping for a new config option to not drop their equipped gear but only the configured loot.
  20. Mike6FO

    Request for new ToS

    I'll just remove all skins from their kits cause I still need them to drop their configured (in the plugin) loot profiles.
  21. Mike6FO

    Request for new ToS

    Is there a way (or can it be added) to not drop their kits but only the loot tables we have defined?
  22. No sir, just the ones that come with the plugin. I also see that 1.0.4 1.0.5 got released, just grabbed it to update. I'll keep trying to replicate it on my end also. Thank you!
  23. Had a player get kicked with this message as they opened the menu while looking at ceiling. Second time it happened to them. They reconnected and were able to use it fine. Have seen other similar messages in console logs, but couldn't get more info from those folks as to what they were doing at the time. I haven't been able to replicate it myself. RPC Error in CLIENT_ChangeSkin: Object reference not set to an instance of an object. at WallpaperPlanner.%4724dd4f49a4e0983d092fef6790f52abf19e8c1 (BaseEntity+%e25d1665e13e2e8bfdec4130e427206f51fd5f69 %aa91c87ea24a820d6667e925f8c35cdbc77c4459) [0x00000] in <00000000000000000000000000000000>:0 at WallpaperPlanner.%ed5d04a58ac6e1eea8177543202752b6b75a6310 (BasePlayer %539928421f6c95676d9f28db954afe7d58e177fc, System.UInt32 %482b0e69372ffa1b0f08e44dba65b3cf4902c2bd, %bb8313f8f3e494d3fe3fc589489c7c7e206e2734 %aa91c87ea24a820d6667e925f8c35cdbc77c4459) [0x00000] in <00000000000000000000000000000000>:0 at BaseEntity.%cfa31f64000c04fc8c0137138017e03deebea77e (System.UInt32 %2ef6037671e4a7789f664c0cb56787fa13c09593, %bb8313f8f3e494d3fe3fc589489c7c7e206e2734 %6599c91381525851fb3fb8cdff3be791bafd37c2) [0x00000] in <00000000000000000000000000000000>:0 at Client.%63f95f02b0b591492d7092ac88aa64f468739e95 (%bb8313f8f3e494d3fe3fc589489c7c7e206e2734 %bc2a6363b2bed28955271d9875f02a35401413c1) [0x00000] in <00000000000000000000000000000000>:0 at %afc530b839f0dd197b74f75625decd1c6c7c8144.%5f39dc8f607092560addbad2b1df1a788e417dfd (%2815a0ff13472e347b940ea51473cbec7454fb6b %a81c11a2871aa42d5cf11fb0ea94655ff720156a) [0x00000] in <00000000000000000000000000000000>:0 at %c2012cb4c1b9dab2594d877f4281a00cb89549b8.%9834a596d650f8f92e0d588a44943c8b08991f4d () [0x00000] in <00000000000000000000000000000000>:0 at Client.Update () [0x00000] in <00000000000000000000000000000000>:0
  24. Mike6FO

    ZLogs

    On the new "Save to datafile on server save" config option: If that's set to false, does it just save on it's own schedule or right away when it detects a logable event?
  25. Mike6FO

    Convoy

    Best I can tell, its when player 1 attacks convoy outside player 2's base and player 2's turrets try to attack the convoy's NPCs but can't hurt them.

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