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Everything posted by IHazQuestion
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Still doesn't work. Infact, the exact same error and error message, still. Is this support ticket going to make it work any better?
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- 8 comments
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Same: 07:51 [Error] Failed to call hook 'OnEntityTakeDamage' on plugin 'RoadBradley v1.5.3' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.RoadBradley.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x002af] in <7d6252ca0ad34060951392ff6571a656>:0 at Oxide.Plugins.RoadBradley.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00146] in <7d6252ca0ad34060951392ff6571a656>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0 07:51 [Error] Failed to call hook 'OnEntityTakeDamage' on plugin 'RoadBradley v1.5.3' (NullReferenceException: Object reference not set to an instance of an object) Come on man, this has been happening since October and no fix?
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- 8 comments
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I have a small glitch. When my server restarts whether it be from SmoothRestarter, command line or control panel the plugin does not activate when the server comes up. I have to manually do oxide.reload on the plugin for it to activate. Failed to initialize plugin 'InstantScubaDiver v0.0.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.InstantScubaDiver.Loaded () [0x00082] in <2549f3fd5f044890bb2475132e39a5c1>:0 at Oxide.Plugins.InstantScubaDiver.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00455] in <2549f3fd5f044890bb2475132e39a5c1>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0 at Oxide.Plugins.CSharpPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x000cf] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 Unloaded plugin InstantScubaDiver v0.0.1 by Vergbergler
- 8 comments
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- 575 comments
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- #hud
- #interface
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(and 6 more)
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- 11 comments
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This has become such a mainstay on my server but with the user population growing I was wondering if there was a way the plugin could automatically maintain its data file. We allow credits to be carried over but I have noticed that players whose recycler balance is 0 remain in the file even if they are never to be seen again. Would it be possible to add something to delete stale entries after a wipe or somewhere in between?
- 78 comments
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- #recycler
- #monetization
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- 575 comments
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- #hud
- #interface
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(and 6 more)
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- 239 comments
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- 1
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- #builder
- #automation
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(and 9 more)
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Hi! I use SmoothRestarter and when the server restarts the bot loses the RCON connection which is never re-established. As a result, players are unable to verify their in-game generated code until the bot is restarted. Is there anything I can do to remedy this? I really don't want to restart the bot on a cron job because every time it does that it spams the channel with usage instructions.
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StringPool.GetNumber - no number for string assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab EffectNetwork.Send - unpooled effect name: assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab StringPool.GetNumber - no number for string assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab EffectNetwork.Send - unpooled effect name: assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab StringPool.GetNumber - no number for string assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab EffectNetwork.Send - unpooled effect name: assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab StringPool.GetNumber - no number for string assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab EffectNetwork.Send - unpooled effect name: assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab StringPool.GetNumber - no number for string assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab EffectNetwork.Send - unpooled effect name: assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab StringPool.GetNumber - no number for string assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab EffectNetwork.Send - unpooled effect name: assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab StringPool.GetNumber - no number for string assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab EffectNetwork.Send - unpooled effect name: assets/content/effects/explosions/underwater/explosion_underwater_surface.prefab
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Hi! Is there a way to prevent tugboats from coming up the back of the cargo ship? One of my more enterprising players is completely bypassing the bradley by bringing their tugboat to the back of the cargo ship and only profiting from the loot therein. Can we make the destruction of bradley a condition to the doors or crates unlocking?
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- 10 comments
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- #invisibility
- #vanish
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(and 5 more)
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- 78 comments
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- #vip
- #monetization
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(and 2 more)
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Atrocious. This is either a first-attempt at a plugin or it is not a complete effort. Compared to Convoy where rewards properly work, this plugin seems to lack much of the inner code to make it work. Unlike Convoy where it is much clearer to define different event types, the configuration of this plugin to do the same seems piece-meal at best. That being said, will you spend money and be able to host the event on your servers? Yes. Just don't expect to push the plugin one iota outside its narrow working parameters.