Jump to content

ViolationHandler.exe

Curator
  • Posts

    139
  • Joined

Support Replies posted by ViolationHandler.exe

  1. 1 hour ago, TuxGeek said:

    it worked fine when i was using carbon. when i switched to oxide this started, im in game and running the command from in game, when running the command from server console i get the same error. haveent tried from discord on oxide yet. o.reload works fine with no errors, just the admin tools reload is throwing the error


    For public:

    Has since been solved through DMs, turned out to be an extension that is picked up by the way Oxide gets plugins vs the way Carbon gets plugins resulting in them grabbing extensions with null filenames. The fix will be released today or tomorrow since its not something that necessarily impacts everyone, only those with either extensions or that particular extension (who are attempting to reload a plugin via this plugin). If you are worried this is going to affect you and update has not released, please feel free to DM me.

  2. Hmm, I just tried reloading a plugin from console it worked fine, were you by chance in-game while doing this? or possibly through discord? I will send a custom version that just prints a couple of things when running that command specifically to try and figure it out as well, my only thought is the plugin I'm getting back from Oxide is null somehow, which idk how or why that'd occur, that or somehow the thing I'm accessing is null, but kinda highly doubt that since I think other shit would break internally in oxide if that was the case.

     

    Can you confirm you can load the plugin you're attempting to load with Oxide's default `o.reload` functionality just for confirmation sake you're able to do it that way?

  3. Interesting, I'll take a look, wonder if they borked the way I found plugins again lol, thanks for mentioning this! Does this happen on all reload attempts for you? or just specific plugins? I'm guessing all currently, but figure I should double check.

  4. Howdy,


    Currently there is an issue currently relating to Ubuntu servers specifically I believe regarding displaying fonts that aren't actually installed onto the machine. This poses an issue due to the fact that the fonts folder is typically a read-only folder, meaning the plugin will not be able to add the fonts to said folder, resulting in not being able to properly display the font. (Or at least this is what I've come to understand about the font folder within Ubuntu, maybe even specifically server Ubuntu formats) 

    I have a new version that should be posted either today or tomorrow that works around this issue since I couldn't find a way to get the font to work correctly with the font it's intended to use. This, unfortunately, means it won't look as close to the original inventory in-game, but should still work and look pretty decent, only change is font.

    I have tried to make it as easy to work with as possible, though I have limited it to be only accessible through the server console due to not wanting it to be changed often (since realistically it shouldn't need to be unless you want to try and use your own custom fonts by trying to install fonts to your font directory yourself somehow). I also include a default suggested font and size for optimal size in relation to the intended look, though feel free to use whatever sizes you want (though do note that the code within the plugin prevents the text from getting bigger than the boxes its within).

     

    Once the update goes live, you can type `font help` into your console and it will display a help message explaining its use. I have sent a version to the only other person I know having this issue and from what I've seen/heard from him, there's been no issues so far. This next update will also have more than just the font fix.

     

    Example Photo (Using recommended font values with font fix, similar, but not perfect sadly):

    image.png.d4a08e1b233154c6408b94555261d7b3.png

     

    - ViolationHandler.exe

  5. Could you explain exactly what you'd expect to happen for those who are given said permission?

    I ask because the way it works currently is its changing how the code of the game works and essentially removing the portion of the code that says to make gibs basically. The only way I can think of your request would be to make it so if the person with said permission destroys something the gibs don't appear, but the gibs wouldn't appear for ALL players. Meaning, if player X who has permission destroys some object, ALL players in the area would not see gibs, furthermore, if player Y who DOES NOT have permission destroys some object, everyone in the area WOULD see gibs INCLUDING player X who has the no gib permission. Hence why I'm not positive if you'd want that and why I'm asking what you'd expect to occur.

  6. On 12/6/2024 at 6:44 PM, ScizzyDizzle said:

    Hey just had this crash my server, not sure what went wrong

     

    07/12 11:35:19 | Failed to call hook 'CanTeleport' on plugin 'ClanHome v1.0.7' (StackOverflowException: The requested operation caused a stack overflow.)
    at Oxide.Plugins.RaidableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) <0x42492000 + 0x00016> in <84eea733cb78434c982ca516829f0a41>: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
    at Oxide.Core.Plugins.PluginManager.CallHook (System.String hook, System.Object[] args) [0x0008d] in <beb2b64691c64e2b95b99491bd85442c>:0
    at Oxide.Core.OxideMod.CallHook (System.String hookname, System.Object[] args) [0x0000b] in <beb2b64691c64e2b95b99491bd85442c>:0
    at Oxide.Plugins.ClanHome.CanTeleport (BasePlayer player, UnityEngine.Vector3 pos) [0x00043] in <765f2016916d40fdb0bcb9d1297b6dd6>:0
    at Oxide.Plugins.ClanHome.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00771] in <765f2016916d40fdb0bcb9d1297b6dd6>: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
    at Oxide.Core.Plugins.PluginManager.CallHook (System.String hook, System.Object[] args) [0x0008d] in <beb2b64691c64e2b95b99491bd85442c>:0
    at Oxide.Core.OxideMod.CallHook (System.String hookname, System.Object[] args) [0x0000b] in <beb2b64691c64e2b95b99491bd85442c>:0
    at Oxide.Plugins.ClanHome.CanTeleport (BasePlayer player, UnityEngine.Vector3 pos) [0x00043] in <765f2016916d40fdb0bcb9d1297b6dd6>:0
    at Oxide.Plugins.ClanHome.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00771] in <765f2016916d40fdb0bcb9d1297b6dd6>: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
    at Oxide.Core.Plugins.PluginManager.CallHook (System.String hook, System.Object[] args) [0x0008d] in <beb2b64691c64e2b95b99491bd85442c>:0
    at Oxide.Core.OxideMod.CallHook (System.String hookname, System.Object[] args) [0x0000b] in <beb2b64691c64e2b95b99491bd85442c>:0
    at Oxide.Plugins.ClanHome.CanTeleport (BasePlayer player, UnityEngine.Vector3 pos) [0x00043] in <765f2016916d40fdb0bcb9d1297b6dd6>:0
    at Oxide.Plugins.ClanHome.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00771] in 

     

    Sorry for the delayed reply, school has been kicking my ass, and actually delayed this message itself lol, had to take a final mid response.

     

    I can DM you a version to see if that fixes your issue and then go from there, thanks for the report! My guess is compatibility issue along with a poorly named thing on my end.

    • Love 1
  7. My players have this exact same issue on latest version (2.0.9) as well. Though I personally do not. This only occurred AFTER I had reloaded the plugin after being asked to reload it to get the new skins. Any reloading after said first reload has not helped. This is due to your use of static variables most likely, though I am not sure why I was not affected by it, if you force your plugin to recompile you can fix this problem, or at least I believe you can as it fixed my player's issues.

    I have admin perms (auth level 2, am ownerid'd) but my players do not.

  8. If nothing appears it means you have a version prior to 3.0.0. If you don't download it manually from that GitHub it won't be the correct version.

     

    Furthermore, you could be using Sturdy/BippyMiester's pterodactyl egg and if you have DiscordExtension selected in the start up page (towards the bottom) this I'll fuck it up too as it's downloading the one from uMod and overwriting whatever you had in there before.

     

    My suggestion would be to check if you have a DiscordExtension toggle/button thing in your startup page (assuming you use pterodactyl) and disable it. Then shut down server, add the DLL from the GitHub link in the DEPENDS ON section on the plugin page to the server, and then start server back up. 

     

    If you have any questions or issues along the way or afterwards, let me know! 🙂

  9. 10 hours ago, L0rdLawliet said:

    Error while compiling AdminTools: Missing close delimiter '}' for interpolated expression started with '{'. | Line: 1552, Pos: 98

    Have you already tried re-downloading the file and putting it in again? I just downloaded it from the site and it compiled fine.

    Edit: seems you're on Oxide most likely, let me attempt to get the newest version (I believe I have it already, but am making sure).

    Edit 2: I still seem to have no issues with it on Oxide, is there something you've changed? Or are you on Staging or?

    Edit 3: Can't be staging otherwise would fail to compile for pooling reasons.

  10. 6 minutes ago, Smithy said:

    I was referring to the line in the config that looks like this

        "Allow the following roles (Role IDs) to use ALL commands.": [1234567890],

    mainly to indicate that I had all commands enabled in case that mattered.

    Ah, okay, wasn't sure if you were having issues with it or something, wanted to make sure.

    I could probably make something that allows you to send messages to chat from discord, ideally I'd like it to be picked up by the chat logging done on most plugins logging chat, but we'll see if its possible or not.

    🙂 Glad to hear, I tried to make it mostly all-in-one since if it was truly all in one it'd be massive, which it sorta already is pretty big (14k lines, mostly discord implementations though), so I'll have to keep that in mind.

    The next update will actually have both a discord version and a non-discord version in case people want to not have the discord dll (this would mean no discord functionality, but all in-game functionality) and will be much smaller too.

  11. Currently it does not respond to discord with what it says back, I have yet to create a way to do so as I want it to be performant and haven't thought of a good way yet other than patching the logging to console. So as of now, yes that is how its meant to be. I would like to add that functionality in the future, however, currently I haven't found the best way to do so.

    Also, the prefix stuff doesn't work because they are all application commands, as they allow for autocomplete and make it easier to interact with the commands (at least imo).

    No, chat messages are not meant to be sent to discord, there's an FAQ on that one actually:
     

    Quote

    Q: Does this plugin log kills/PMs/F1 Spawn/chat?
    A: No. Admin Tools only logs the following if enabled: F7 Reports, Bans, commands from this plugin, and players who are watchlisted. You can always view a player's combatlog from discord though. You can use the free logging plugins DiscordLogger by MONoH or DiscordChat by MJSU depending on your goal. However, personally, I recommend against using logging functionality that would be occurring very frequently due to Discord's rate limiting. Though, DIscordLogger is made in a way that combines messages if possible to prevent limiting.

     

    Not sure what you're asking/saying with the line about having all commands set to a role ID, could you explain what you mean?

  12. Update:

    These errors were a result of a bad Discord Extension version (one that was originally listed in the DEPENDS ON section). If you have these errors, please download the latest release in the DEPENDS ON section of the plugin. After stopping server and putting in the new DLL, the plugin should have no errors relating to modals and should work fine.

  13. Update:

    These errors were a result of a bad Discord Extension version (one that was originally listed in the depends on section). If you have these errors, please download the latest release in the DEPENDS ON section of the plugin. After stopping server and putting in the new DLL, your plugin should have no errors relating to modals and should work fine.

  14. Update:

    These errors were a result of a bad Discord Extension version. If you have these errors, please download the latest release in the DEPENDS ON section of the plugin. After stopping server and putting in the new DLL, your plugin should have no errors relating to modals and should work fine.

    Edit: for anyone who is looking here and wondering, I worked with them through discord and we figured out the issue that way.

  15. 29 minutes ago, MandyMoose said:

    I did. I even restarted the server just to make sure it wasn't the discord.dll. I have other Plugins that rely on Discord.dll. Signlogger, ClansDiscord & another plugin. Would one of those conflict with the DLL. I don't know if ClansDiscord works with 3.0V. I haven't tried it yet. I rent a dedicated server with 5 servers on one node and pterodactyl. I believe it's a linux based system. 

    Ah, well this plugin relies on 3.0.0, but I'm not positive who made ClansDiscord, but if it was MJSU, there's likely a version that'd work on his GitHub, otherwise not positive. And hmm, darn, was hoping it'd be a Windows server lol, the other guy was having issues on a Windows server.

    If it's the same bot for all 3 plugins that may affect it, but you stated above that you tried doing it with another separate bot, so can't really be that.

    I don't see any reason the other plugins would affect this plugin unless they were using the same bot and had the same command. I only ever had the already acknowledged error stuff when I had the plugin in 2 servers with the same bot and was using commands, that's why I asked originally too.

     

    I should be able to help more once I get home (likely a little over an hour from now), then I can actually look through the plugin and the interactions more thoroughly.

     

    Edit: Question for you, which modding framework do you use? Oxide or Carbon?

  16. 4 minutes ago, MandyMoose said:

    I did but removed it. I made another bot and tried it but it's still having the same issues.

    And I assume you updated the bot token in the config and reloaded the plugin? Always gotta cover all the bases to be sure lol sorry if it's a dumb question. 

     

    Also in response to the latest message, do you by chance use a Windows Server as your OS?

     

    Someone else had the same issues with with modals like you have in those errors, wondering if there's some funkiness with different operating systems

  17. 41 minutes ago, GooberGrape said:

    Hopefully that error gets figured out.

    but  back to the title, would be nice to view bots Inventory also https://gyazo.com/9f127b42a691dc655575f430226747af

    with Umod inventory viewer it work see here https://gyazo.com/564ba287315412c019cbfdadcb8ff526

    Ohhhh, okay, yea if the bots have unique names it's probably easier, I was thinking you meant bots that are basically just numbered, but that makes more sense. Do you mind sharing which plugin you use for the NPCs? I think it may help in trying to add the feature. The downside to the way uMod one does it is that then you need to be constantly listening to the players input. That's why I have a toggle for creative, I could maybe integrate it into creative, though then you'd be required to turn on creative to view inventories via the way Inventory Viewer does it.

  18. 4 minutes ago, GooberGrape said:

    its windows server 2022 or 3

    Hmm, okay, I'm sorry that you're having these issues, I wish I could help more as of right now, but am out ATM, but am trying to help any way I can while out. I messaged the creator of Discord Extension in the meantime. I should be able to look further into it once I get home, but that will be a couple hours unfortunately. Could you DM me your config (without bot token) on CF or Discord? Should be able to find me in CF discord or can search "papilicker" on discord and add me.

  19. 38 minutes ago, GooberGrape said:

    I keep getting this error

    Hmm, weird, not quite sure why that's happening unless the Discord Extension changed something since my download of it, but I wouldn't think it'd break anything even if he did. I can try and look into it and see what I find out about any possible changes to the extension. Thank you for reporting this!

     

    Edit:

    Doesn't seem like they changed anything on Discord Extension side, but still not quite sure why you're having that error to be honest, I just deleted my templates myself and reloaded the plugin with no issues

    Screenshot_2024-08-17-16-54-36-28_40deb401b9ffe8e1df2f1cc5ba480b12.jpg.40785e0e2024163050b28aeecca56461.jpg

  20. 2 hours ago, GooberGrape said:

    also DiscordExtensionBeta: Beta for the Discord does not work with the Discord core on UMod

    [14:37:16] > Unloaded plugin Discord Core v3.0.0 by MJSU
    [14:37:17] > [DiscordExtension] [Warning]: Using Discord Test Version: 3.0.0.RC.1
    [14:36:06] > [DiscordExtension] [Error]: Rest Request Exception (Discord API Error). Plugin: DiscordCore by MJSU v3.0.0 ID: 17172307461290328066 Request URL: [GET] applications/1253852374116601927/guilds/1212847345222549524/commands/1274436617859240063/permissions Content-Type: No Content Http Response Code: NotFound Discord Error Code: 10066 Discord Error: Unknown application command permissions
    Discord Errors: Request Body:
    No Content
     

    The part about discord core makes sense, he has a version on his GitHub that will work with the latest version of Discord Extension.

     

    In relation to the title of the support ticket, are you sure you gave the bot enough perms? It could also be rate-limiting the bot due to a lot of commands being created, try reloading the plugin if you haven't already. Also, if your bot is in more than 1 discord, you likely have to specify the discord id in the config to create commands in that discord.

  21. 9 minutes ago, GooberGrape said:

    discord all the way.

    I bought this just for the discord option. meaning less time I have to be in game.

    hahaha fair enough, but I also gotta have a way to target them, so is there something you have in mind?

    I'm not sure how exactly you'd expect/want to be able to target an NPC over a player, as I wouldn't wanna populate the autocomplete with NPCs if someones just trying to find a player. But I also don't know how you'd target them any other way, the other issue is, even if they are listed in the auto complete, how would you really differentiate between which is which other than them having a different ID most likely?

  22. 4 hours ago, GooberGrape said:

    Add NPC view inventory please.

    I like the idea, but how would you want the person to be able to view that inventory? Meaning, how would you expect to be able to target X NPC over Y NPC? IE a command or something else? And would you expect this to work from discord as well, or just prefer to have it in-game (though this may depend on the previous question)?

  23. 1 hour ago, xAlloshFN said:

    fix it pls

    What exactly seems to be the issue with it? Could you send your config?


    Edit:
    Seemingly you may be using one of the following config settings:

    "Remove gibs from inflatable things (Innertube/boogie board)." 
    "Remove gibs from entities when using a hammer to demolish them."
    config setting, will find a new way to patch it and will update, if theres something else that is also breaking for you lemme know, but I will check the rest of the config settings too and confirm its just that one. 

    In the future, please give the developers of the plugins you own more information about what exactly is broken if you want a quicker solution, as otherwise they have to sift through and search their entire plugin for what could be the cause of the issue is "fix it pls" is not sufficient.

  24.  Plugin has ability to remove stats on ban, but doesn't care if the player is tempbanned (not EAC) or not, which results in players who are banned for a specified period of time to lose all of the stats they've accumulated. I sent you a DM regarding the issue, however, I have a feeling it went into DM requests, so I am making a more formal approach.


    Should be able to just add the following method:

    private bool IsUserPermaBanned(ulong id)
    {
        ServerUsers.User user = ServerUsers.Get(id);
        if (user.group == ServerUsers.UserGroup.Banned && user.expiry == -1) return true;
        return false;
    }

    and modify the following hooks:

    void OnPlayerBanned(string name, ulong id, string address, string reason)
    {
        if (conf.Options.deleteOnBan && IsUserPermaBanned(id))
            data.PlayerRankData.Remove(id);
    }

     

    void OnPlayerConnected(BasePlayer player)
    {
        if (IsUserPermaBanned(player.userID))
        {
            if (conf.Options.deleteOnBan && data.PlayerRankData.ContainsKey(player.userID))
                data.PlayerRankData.Remove(player.userID);
            return;
        }
        DestroyMenu(String.Empty, player);
        if (!data.PlayerRankData.ContainsKey(player.userID))
        {
            data.PlayerRankData.Add(player.userID, new Dictionary<string, object>());
            foreach (var entry in PRDATA)
                data.PlayerRankData[player.userID].Add(entry.Key, entry.Value);
        }
        UpdatePlayer(player);
        GiveDelayedRewards(player);
    }


    and modify the method void SaveData(bool sql):

    if (conf.Options.deleteOnBan)
    {
        List<ulong> banlist = Pool.GetList<ulong>(); // no reason not to use pooled list.
        try
        {
            foreach (var entry in data.PlayerRankData)
            {
                if (IsUserPermaBanned(entry.Key))
                    banlist.Add(entry.Key);
                entry.Value["Status"] = "offline";
            }
            foreach (var banned in banlist)
                data.PlayerRankData.Remove(banned);
        }
        catch (Exception e)
        {
            Console.WriteLine(e);
        }
        finally
        {
            Pool.FreeList(ref banlist);
        }
    }

     

  25. Thank you for your interest in it 🙂 And that would be because its not meant to. It currently only sends the F1 console of the user. Would you prefer a config setting that would be essentially "Send message in F1 Console" as well as another that is "Send message in chat", both of which could be enabled?

  26. Could you add a way for users to wipe their own PR with a configurable cooldown? Could technically make it just piggyback on the /pr del command (not sure how bad it is to do this way) using console to run the command like ``ConsoleSystem.Run(ConsoleSystem.Option.Server, $"/pr del {player.userID}");`` and just make it so they need X permission to use the new command. Then having a cooldown in config that can be changed based on the server owners preferences, aka 1 day, 1 week, 1 hr.

    Thanks 🙂

1.7m

Downloads

Total number of downloads.

8.1k

Customers

Total customers served.

122.5k

Files Sold

Total number of files sold.

2.5m

Payments Processed

Total payments processed.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.