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Everything posted by BippyMiester
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Failed to call Hook "OnCollectiblePickup"
BippyMiester replied to Suerion's Support Request in Support
Yea for sure. Just was curious... Kind of weird tho that it was a horse. I mean even you said the odds of that happening are so slim. I wonder if the odds were greater then expected? -
Failed to call Hook "OnCollectiblePickup"
BippyMiester replied to Suerion's Support Request in Support
What was it? Were you able to finally replicate it? -
Failed to call Hook "OnCollectiblePickup"
BippyMiester replied to Suerion's Support Request in Support
HomesGUI has been throwing that error for a long time. The data file isn't corrupted. The homes are still being listed on everyone elses end and the plugin is not broken at all. Godmode Indicator failed due to the fact that I logged out when admin toggle was enabled. That happens, its normal, and it doesn't break anything. Companion server connectivity is due to the app.port being set but not forwarded. Its something I've been meaning to fix, but again that doesn't break anything plugin wise. Totally agree on the horse thing. Chance of that happening is slim to none. I'll run a test server with only your plugin enabled. See what happens. I'll have to deal with that in the next few days though. Been super busy with work this week. -
Ran into multiple issues, however the developer was quick to respond, and attempt to rectify those issues. Some of the issues were due to my own stupidity and configuration issues, other issues were due to the bases not being copied correctly by the developer prior to upload. This later issue was confirmed by Nivex and might have been fixed by the time you read this review. Highly suggest manually placing down the bases on a flat world first and re-copying them yourself just to be on the safe side. Please see update log to see if these copy issues have been fixed by the developer. The difficulty of the bases seems to be a little bit high. Expert and Nightmare bases in this pack are in my opinion, not able to be completed solo on a vanilla server. These bases should be designed for 3x servers and above due to the difficulty and the amount of traps, auto turrets, etc. being apart of the build(s). The bases do feature some boxes, and TC's in abnormal orientations, and some boxes need to be replaced due to them breaking on load, but these issues aren't a big deal and do not break the overall base design. Over all a good set of bases to get started with if you're in the need to get set up quickly.
- 45 comments
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Failed to call Hook "OnCollectiblePickup"
BippyMiester replied to Suerion's Support Request in Support
@Gt403cyl2 I enabled the debug in the config, and nothing else popped up relating to LootAudit other then the error message. (10:23:10) | Failed to call hook 'OnCollectiblePickup' on plugin 'LootAudit v1.3.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LootAudit.OnCollectiblePickup (CollectibleEntity collectible, BasePlayer player) [0x00000] in <76b3e50c7a37411fb4e547d32b513636>:0 at Oxide.Plugins.LootAudit.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x002b1] in <76b3e50c7a37411fb4e547d32b513636>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0 Here is my entire log file. logfile.txt -
I think that the autosearch sites was honestly the main issue of the last version. If you do decide to re-add that can you add it back with it being disabled by default? Because I don't want to have to go through all of the plugins again, and make sure that they are exactly what they should be. I think that it should definitely be disabled by default and people should have to re-enable it if they want. I personally like the manual entry and i think it should stay that way. People are lazy, and I understand that, however I think with the many different plugin variations out there, manually entering the plugin location is the only way to ensure it is 100% accurate.
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LOVE absolutely LOVE this new update. OMG its everything I wished for and more! One slight suggestion though. Considering that HUD (Server HUD) is a paid plugin and isn't in everyones purchases... I'm thinking that the default config should be your plugin. This one. So replace HUD with this: { "Plugin name (it's just a file name without .cs": "UpdateChecker", "Plugin version": "3.0.0", "Link to plugin [Umod | Codefling | LoneDesign | ChaosCode]": "https://codefling.com/plugins/update-checker", "Ignore new version": false } Thoughts?
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Failed to call Hook "OnCollectiblePickup"
BippyMiester replied to Suerion's Support Request in Support
Yea I'm also getting this error message. This is on start up with no players having connected yet. (Private listed, closed ports, local test server) -
Request: Add a whitelist support option
BippyMiester replied to BippyMiester's Support Request in Support
Just following up to this support thread. Wondering when the next version is coming out. Love the plugin, and I'm really looking for the feature to be added soon! Thanks for your hard work! B- -
So the main reason why I didn't was I was thinking that somehow someway that the changes were being reverted upon unload... meaning.... I make changes in the .json file, o.reload and the unload action of the o.reload command reverts the changes, then loads the old changes back in. I've had that happen to me a couple times with other plugins. I usually typically unload, make changes, load. But hopefully the video was good enough. Sorry if it was too long.
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Expert & Nightmare Bases Spawning Only 50-60% Of Loot Allotted
BippyMiester replied to BippyMiester's Support Request in Support
Nope. Nivex is currently busy, he'll get to it when he can. I'll send you what I sent him. Check your DM's for the file as this thread isn't private. -
I don't really know how to type this out and explain it so here's a video. IDK what else to do.
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Expert & Nightmare Bases Spawning Only 50-60% Of Loot Allotted
BippyMiester replied to BippyMiester's Support Request in Support
I'll submit my findings back to @nivexin his thread with some more data, and we'll see how this all works out. I highly doubt its my configuration, but we'll just have to wait until Nivex has the time to test these files. -
Expert & Nightmare Bases Spawning Only 50-60% Of Loot Allotted
BippyMiester replied to BippyMiester's Support Request in Support
"Amount Of Items To Spawn For Buyable Events (0 = Use Default Value)": 140, "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 140, "Amount Of Items To Spawn": 140, Expert Base Profile ^^^^^^^ Expert 2 103 Items - https://prnt.sc/c-EyXBQDuK0q 107 Items - https://prnt.sc/YMcqAzkDRkFL 103 Items - https://prnt.sc/2Dqp--3NubZs The Nightmare profile is set already to the following: "Amount Of Items To Spawn For Buyable Events (0 = Use Default Value)": 200, "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 200, "Amount Of Items To Spawn": 200, So that solution doesn't work. Setting that to 0 or the same value as the third item "Amount Of Items To Spawn" doesn't make a difference. While it did increase the output to above 100, its still missing 40 items on the expert level. Again this doesn't solve the issue with every single nightmare base in the pack. -
Expert & Nightmare Bases Spawning Only 50-60% Of Loot Allotted
BippyMiester replied to BippyMiester's Support Request in Support
0 = Max Value = 140 -
Expert & Nightmare Bases Spawning Only 50-60% Of Loot Allotted
BippyMiester replied to BippyMiester's Support Request in Support
Here is my config for the Expert and Nightmare bases. Maybe you can shed some light as to why this is happening. My settings should be ok as half of the Expert bases are unaffected, but the other half is. Only thing I could think of is the Nightmare bases as none of those are working. So something might be borked there. Expert Bases.json Nightmare Bases.json -
Raidable Bases (Tier 3 Package) - Plugin sold separately. Bundle available.
BippyMiester commented on nivex's file in Bases
Hey @nivex I'm seeing some interesting files in the .zip file. Wondering what their purpose is? Heres the list /data/RaidableBases/Base_Loot/_emptyfile.json - Empty? /data/RaidableBases/Base_Loot/nivex.json - Empty? /data/RaidableBases/Base_Loot/Profile.json - Emtpy? /data/RaidableBases/Base_Loot/RaidBases.json - Only has 4 items? /data/RaidableBases/Difficulty_Loot/Normal.json - Is there a normal difficulty or is that an older version of the plugin? /data/RaidableBases/Profiles/_emptyfile.json - Empty? -
I'm getting the following error when I detach a weapon attachment from a weapon. (06:05:42) | Failed to call hook 'OnItemRemovedFromContainer' on plugin 'VendingBuys v1.0.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.VendingBuys.OnItemRemovedFromContainer (ItemContainer container, Item item) [0x00022] in <2ff4af317d0e4f86a1bce6891fe10f33>:0 at Oxide.Plugins.VendingBuys.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00144] in <2ff4af317d0e4f86a1bce6891fe10f33>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <bae5f1223fce49c493b01571c99dce02>:0
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Expert & Nightmare Bases Spawning Only 50-60% Of Loot Allotted
BippyMiester posted A Support Request in Support
I am opening up a support request to let you know that some of the expert and nightmare level bases are only spawning half of the loot. I have already previously opened up a support ticket with Nivex to ensure that it was not the Raidable Bases plugin causing these issues, which we both agreed that it was not the plugin itself. So I did some testing... In previous testing, before I opened the ticket with Nivex, I was using the /rbe command and spawning the base at a specific spot I was looking at. This could have skewed results due to the base possibly spawning below the navmesh and destroying some boxes? Not too sure on the validity of that statement. So just to be on the safe side I switched to the /rbevent command instead just to be sure. That way it was spawning on a valid location as determined by the Raidable Bases plugin. After each spawning during my testing I then ran the /rbe despawnall commands and waited until the base in front of me was completely despawned before spawning in another base. This should hopefully ensure that the bases were not leaving anything behind. Loot Tables The loot tables all contain enough items to spawn the full amount of items in each difficulty category. (03:29:28) | Loaded plugin Raidable Bases v2.6.4 by nivex (03:29:31) | - Loaded 399 items from RaidableBases\Difficulty_Loot\Easy Loaded 386 items from RaidableBases\Difficulty_Loot\Medium Loaded 353 items from RaidableBases\Difficulty_Loot\Hard Loaded 350 items from RaidableBases\Difficulty_Loot\Expert Loaded 341 items from RaidableBases\Difficulty_Loot\Nightmare Expert Bases In my /data/RaidableBases/Profiles/Expert Bases.json file the following settings have been set: "Amount Of Items To Spawn For Buyable Events (0 = Use Default Value)": 140, "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 140, "Amount Of Items To Spawn": 140, ------------------------------------------------------ After running this test a total of 10 times, I have gotten the following results on the Expert-2 base: Test 1: 70 Items Spawned - https://prnt.sc/mdHYYZNr5lGj Test 2: 78 Items Spawned - https://prnt.sc/GMLBL-lRVzwP Test 3: 64 Items Spawned - https://prnt.sc/KHdTdY0xttts Test 4: 75 Items Spawned - https://prnt.sc/Urg-Jbl-8pA1 Test 5: 70 Items Spawned - https://prnt.sc/Q-z57NLyahc5 Test 6: 78 Items Spawned - https://prnt.sc/8LY7fwh5Iolm Test 7: 68 Items Spawned - https://prnt.sc/GF3sQ0w0DBNd Test 8: 66 Items Spawned - https://prnt.sc/HJ_ZnaUhidCA Test 9: 70 Items Spawned - https://prnt.sc/BUXJDwpgMrcP Test 10: 82 Items Spawned - https://prnt.sc/tSxV1lf6Teqf ------------------------------------------------------ I then just spawned one of each of the rest of the Expert bases. The results are as follows: Expert 1: 138 Items Spawned - https://prnt.sc/PLDdZTnQ5xdX Expert 3: 134 Items Spawned - https://prnt.sc/kStwiQuSpnUP Expert 4: 133 Items Spawned - https://prnt.sc/-hkdi7SxPVcR Expert 5: 87 Items Spawned - https://prnt.sc/uN1GatMP9_YX Expert 6: 72 Items Spawned - https://prnt.sc/QT5SQRFBZQHR ------------------------------------------------------ So the bases that need to be looked at are Expert 2, 5, & 6. Nightmare Bases In my /data/RaidableBases/Profiles/Nightmare Bases.json file the following settings have been set: "Amount Of Items To Spawn For Buyable Events (0 = Use Default Value)": 200, "Minimum Amount Of Items To Spawn (0 = Use Max Value)": 200, "Amount Of Items To Spawn": 200, Here are the test results: Nightmare 1: 119 Items - https://prnt.sc/Gnu5OKQCQ2pI Nightmare 2: 111 Items - https://prnt.sc/WbqU1G6CdC5r Nightmare 3: 115 Items - https://prnt.sc/g-lSY0amaVlm Nightmare 4: 124 Items - https://prnt.sc/hGkPei_5W25a Nightmare 5: 133 Items - https://prnt.sc/54xBwliWzvrj Nightmare 6: 144 Items - https://prnt.sc/lYAwh2nEw9ws Nightmare 7: 163 Items - https://prnt.sc/8k766RI1H5cF Nightmare 7: This base has the Raidable Bases bubble up so high that the bottom area is not covered, which means on a PvE server, the bottom half isn't able to be damaged. Not entirely sure if there is a way to move the bubble down using the Raidable Bases plugin, but if there is, let me know. Nightmare 8: 102 Items - https://prnt.sc/cGtMociUkTJj -
Is there any way that you can make the plugin run a set of RCON commands on the "safe" and "raid" times? For example... During the raid time I want people to be able to drop their backpack and inventory. So I would need to remove those permission nodes from the default group to do so. This would be super helpful for those who are enabling a purge day on a PvE server.
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Plugin That Unloads Other Plugins Based on Server Game Port
BippyMiester replied to BippyMiester's topic in Requests
This topic has been solved. Closing. -
Request: Add a whitelist support option
BippyMiester replied to BippyMiester's Support Request in Support
Awesome!!!! Can't wait! -
Title pretty much explains it. It would be super awesome to be able to switch the list from a blacklist to a whitelist. Reasoning behind this is you can easily go on CodeFling or ChaosCode, and go to your purchases page, and see all the plugins you have bought. Simple easy way to just add only those plugins to the whitelist rather then having to go through each site, and black list it. If you do it the current way (Blacklist) you are having to repeat putting the plugin into the config JSON 4 times. A whitelist, you only have to list it once. This would also help with runtimes. While not that big already, it would help it i'm assuming somewhat. Great plugin. Thanks for it!
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I have a small (I guess?) plugin that I would like written. Basically the plugin would check the game port of the server, and if its running on a specific port, it unloads certain plugins. Keyword here is plugins... multiple. The plugin needs to have the ability to unload one plugin up to x amount of plugins. The JSON would look something similar to this: { "Game Port To Listen For": 46000, "Plugins To Unload": [ "Plugin_Name_Goes_Here", "Another_Plugin_Name_Goes_Here" ] } How much would you charge for that? Submit Bids in DM please. Looking to get this made prior to next forced wipe on 11.3.22, ideally would like to get this done asap, but i understand we all have lives outside of rust. Thanks, Bippy
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The following error occurs only when using the o.reload command in RCON. It does not occur during a o.unload + o.load command chain. (07:38:44) | Failed to run a 1.00 timer in 'BotReSpawn v1.1.4' (IOException: Win32 IO returned 1224. Path: F:\RustServers\rustxorion\oxide\data\BotReSpawn\default-DefaultProfiles.json) at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <fb001e01371b4adca20013e0ac763896>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool) at System.IO.StreamWriter.CreateFile (System.String path, System.Boolean append, System.Boolean checkHost) [0x0001c] in <fb001e01371b4adca20013e0ac763896>:0 at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize, System.Boolean checkHost) [0x00055] in <fb001e01371b4adca20013e0ac763896>:0 at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding, System.Int32 bufferSize) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 at System.IO.StreamWriter..ctor (System.String path, System.Boolean append, System.Text.Encoding encoding) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 at (wrapper remoting-invoke-with-check) System.IO.StreamWriter..ctor(string,bool,System.Text.Encoding) at System.IO.File.WriteAllText (System.String path, System.String contents, System.Text.Encoding encoding) [0x00000] in <fb001e01371b4adca20013e0ac763896>:0 at System.IO.File.WriteAllText (System.String path, System.String contents) [0x00007] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Core.Configuration.DynamicConfigFile.WriteObject[T] (T config, System.Boolean sync, System.String filename) [0x0003f] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Core.DataFileSystem.WriteObject[T] (System.String name, T Object, System.Boolean sync) [0x00007] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Plugins.BotReSpawn.SaveData () [0x00144] in <a1af5f51c4194f39894dce21f1dfc2b8>:0 at Oxide.Plugins.BotReSpawn.AddData (System.String name, Oxide.Plugins.BotReSpawn+Profile profile) [0x0027a] in <a1af5f51c4194f39894dce21f1dfc2b8>:0 at Oxide.Plugins.BotReSpawn.SetupProfiles () [0x000f6] in <a1af5f51c4194f39894dce21f1dfc2b8>:0 at Oxide.Plugins.BotReSpawn.<OnServerInitialized>m__1 () [0x0006f] in <a1af5f51c4194f39894dce21f1dfc2b8>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <bae5f1223fce49c493b01571c99dce02>:0