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Everything posted by laodu
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(08:54:01) | MySql handle raised an exception in 'EcoWallet v1.2.1' plugin (MySqlException: Unable to connect to any of the specified MySQL hosts.) at MySql.Data.MySqlClient.NativeDriver.Open () [0x00057] in <8d7380b3d3cf4bd8be324c584f371b44>:0 at MySql.Data.MySqlClient.Driver.Open () [0x0000b] in <8d7380b3d3cf4bd8be324c584f371b44>:0 at MySql.Data.MySqlClient.Driver.Create (MySql.Data.MySqlClient.MySqlConnectionStringBuilder settings) [0x0004d] in <8d7380b3d3cf4bd8be324c584f371b44>:0 at MySql.Data.MySqlClient.MySqlConnection.Open () [0x0016c] in <8d7380b3d3cf4bd8be324c584f371b44>:0 at Oxide.Core.MySql.Libraries.MySql+MySqlQuery.Handle () [0x00059] in <021a1dba6a754e42a6cc7771fdfee190>:0
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[EventsManager] Vanilla events are disabled (16:56:56) | Loaded plugin EventsManager v3.1.0 by Mevent & Qbis (16:56:56) | Plugin filename EventsManagerNotifier.cs must match the main class EventManagerNotifier (should be EventManagerNotifier.cs) (16:56:56) | [CSharp] Started Oxide.Compiler v1.0.32.0 successfully (16:56:57) | [Image Library] Starting order EventsManager (16:56:59) | EventsManagerConverter was compiled successfully in 1375ms (16:56:59) | Ignored unexpected plugin compilation failure: EventsManagerNotifier (16:56:59) | Error while compiling EventsManagerNotifier: Plugin filename EventsManagerNotifier.cs must match the main class EventManagerNotifier (should be EventManagerNotifier.cs) (16:56:59) | Loaded plugin EventsManager Converter v1.0.1 by Mevent (16:56:59) | Image batch (EventsManager) has been stored successfully (16:57:11) | You've successfully pasted the structure
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This prompt appears on the console when a problem is found.
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(23:49:56) | Failed to call hook 'GetSetItems' on plugin 'SimpleLootTable v1.0.3' (NullReferenceException: ) at (wrapper managed-to-native) UnityEngine.Component.GetComponentFastPath(UnityEngine.Component,System.Type,intptr) at UnityEngine.Component.GetComponent[T] () [0x00021] in <935634f5cc14479dbaa30641d55600a9>:0 at Oxide.Plugins.SimpleLootTable.GetSetItems (BaseEntity entity, System.String tableName, System.Int32 minAmount, System.Int32 maxAmount, System.Single multiplier, System.Boolean clear) [0x0000d] in <9ed2c31d1a794df895b100271caaa5b5>:0 at Oxide.Plugins.SimpleLootTable.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002ff] in <9ed2c31d1a794df895b100271caaa5b5>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <9c80d821d00a44c9a24497c73ad2d20d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <d646191a355d43a6b3ab36b7ee14c740>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d646191a355d43a6b3ab36b7ee14c740>:0
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- 4 comments
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- #npc spawn
- #true pve
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(and 3 more)
Tagged with:
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- 2 comments
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- #blackjack
- #gambling
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(and 6 more)
Tagged with:
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- 7 comments
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- #sleeper
- #protection
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(and 3 more)
Tagged with:
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One player led all the NPCs away, while another player secretly went over and robbed the box. This is a very simple question.
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- 7 comments
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- #sleeper
- #protection
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(and 3 more)
Tagged with:
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My suggestion is that the booty box was robbed by players, and the activity should end. Reason: There is no booty in the box. If the activity continues to exist, it will mislead other players to continue to participate in this meaningless activity.
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This activity has been completed by the player, but it does not disappear.
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The player has completed the task of this activity. But the activity is not over. That's what it means.
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The player didn't kill the NPC, but directly plundered all the booty inside. Under normal circumstances, after the booty was plundered, the replica has ended in 1 minute.
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The player did not kill NPCs, only obtained a locked password box.
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From the above figure, you can see that the player has obtained the locked password box. But the activity will not disappear until the copy time is over.
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Have you got any results?
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This is a probability. I can try it.
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prefab=assets/bundled/prefabs/radtown/crate_elite.prefab tableName=dixia555 tableMinItems=10 tableMaxItems=25
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I am also using this customlot.cs plug-in. If your simpleloottable.cs does not work. The box will produce the booty set by the customlot.cs plug-in.
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I checked the configuration of simpleloottable and found no problem, because it is normal at ordinary times and can produce loot, but occasionally it will not.