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Steenamaroo

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Everything posted by Steenamaroo

  1. There was another update since the one in your screen shot. 2.0.5626 - Fixed NullReferenceException when loading permissions on fresh server installs. Perhaps that one reintroduced issues?
  2. I'm seeing the same issue here. Looks like oxide isn't handling mixed-case Permissions. Based on their update notes, I think oxide should handled mixed case permissions just fine, as it always did, so I'd suggest reporting this to them - It's possible they aren't aware yet.
  3. Hi, I'm not sure the ins and outs but I know there were some unintended case-sensitivity changes in oxide which, I believe, have since been reverted or fixed. As far as I know all's good right now - I had a check through on my server and everything seems to be working OK again.
  4. Alright, thanks. Unless there are errors in console when you kill animals, I'm struggling to think of anything else that could prevent the kills being incremented.
  5. Ok, What version are you running, and have you modified it at all?
  6. Sorry, quite right - final command would be oxide.load * How do you mean, no dice? With PlayerRanks as the only plugin loaded, you're still not getting PVEKills?
  7. The option to enable/disable global stats collection should be in the UI on Admin page, over to the right hand side, although `"statCollection": true,` you have it true so no matter. I don't see anything in either of those plugins which should null or cancel the kill...I don't see how either of those could cause this problem. Really not sure what's going on...if you have the luxury you could oxide.unload * then oxide.reload PlayerRanks then test. If the stats go up then you know some plugin is interfering. If they don't, then it's my problem. then, of course oxide.reload * to reload all your plugins.
  8. Hi, There's no one-shot despawn button, because the automatic population control would just start respawning them again, but you can go in and set autospawn to false then click reload profile. It's a couple of hoops to jump through, but it'll kill off that profile without the need to reload the whole plugin. I've had a few requests asking for console commands to enable/disable profiles, so I'll be doing that soon. That would allow for controlling profiles from other plugins, or rcon/console.
  9. Hi @Jbird Thanks for letting me know. I just checked and PVEKills are counting just fine on my server. Could you have global stats collection set to false, or the PVEKills category set to false, in PlayerRanks admin UI? If not, were you in an event where stats wouldn't be collected? I think those are the only things in PR that would prevent the count going up.
  10. It's possible but it's not as simple as with on-land profiles. I've been meaning to look into it. If you aren't using it already, you can use NPCKits to make them have better weapons and greater health, if you want, but i agree it would be cool to be able to add more!
  11. Hi, Honestly, I forgot about this but it's a quick/easy one - I'll do it tomorrow and DM you a copy. Thanks for the reminder!
  12. @pookins- Looks like an oxide update was just released to address this `Added additional case-insensitive handling to permission library ` I'd say you're safe to go ahead and delete any lower-case groups which are duplicates of existing mixed or upper case groups. PermissionsManager doesn't have this built in but the oxide command is oxide.group remove <group>
  13. Hi, No, I'm afraid that's not an option at present. They only attack npcs or players for now.
  14. Sorry - I spoke to soon. I restored a backup I wasn't aware existed, which threw me off. Ignore previous post completely - Perms manager backup + restore is fine.
  15. @pookins, (and oxide), my apologies. I think this is an issue in PermissionsManager backup and restore options. I guess you've used those at some point? I'll correct it today and update you.
  16. I agree - If your groups work as they should I would do nothing for now. If you're sure that groups previously had capital letters then it looks like, for some reason, groups have been duplicated as lower case at some point. Given that they weren't recreated for me today, when I wiped all groups then reloaded PlayerRanks, I'd guess it's been an unintended thing which has since been corrected, but that is just a guess. If that's correct, then the lowercase duplicates shouldn't be in use and should be safe to remove but, as I say, I don't think I'd rust to prove that theory on a live server. Keep in mind, PermissionsManager is just a UI for oxide permissions system. When something funky like this happens PermissionsManger isn't doing it...It's showing you it.
  17. Hi, I'm seeing the same. As I'm only on a test server I was able to delete all groups then reload PlayerRanks to see what happened. The groups were no longer there in duplicate - Each PR group was only registered once. It would seem that group entries with upper case letters in them are the current and valid ones. I guess there have been some changes in oxide, possibly relating to allowing/not allowing upper case in the group names? The last update notes include `Optimized permission library some to remove garbage` If you're finding that the lowercase groups are the ones which have all your perms set up and that the mixed case ones are newly created and, therefore, have no permissions, that's going to be a big pain to correct. It might be worth reporting that to oxide, in case it's an unintentional change on their part. I'm not certain but I think perms and groups were always made lower case in the past.
  18. Hi, Which monuments are you seeing this at? Can you use the UI to kill, then respawn, the profiles you're working with while you're looking at the containers? That would rule out the possibility that they're actually part of some other spawner.
  19. Hi, I haven't looked yet but BotReSpawn handles thrown weapons by game type (ThrownWeapon) and picks a random one each time from what's available in inventory. If there's new weapons are ThrownWeapon type, it should just work.
  20. Hey, Oh, I think I know what it is. The npc is getting the kit, but by default they have a hazmat so moving in the clothes is failing, in the same way it'd fail if you put on a hazmat then try to drag on a tshirt, for example. Just set 'Keep_Default_Loadout' to false for that profile. That should sort it.
  21. Hi @Flint Monkey Nothing stands out to me there. Do those kits show up marked as '1' in BotReSpawn UI for that profile? If so, could you do `/botrespawn info` when looking at one of the un-kitted npcs, just to confirm with certainty that they are from that profile? Sometimes people see overlap from profiles close to each other, or event npcs. If getting close to one to do the chat command is too difficult, but some of the un-kitted npcs in your view and use the BotReSpawn UI to reload the Ranch profile. If that npc doesn't disappear, he's from some other profile.
  22. Hi, I think there is but I don't really know much, or anything, about map making I'm afraid. Do you know other map makers you could ask? If not, maybe someone in CF discord might know?
  23. Hey man, I don't know that plugin but if he's spawning the crate himself he'd have an ID or some reference to it? If so, he can use object OnBotReSpawnAirdrop(SupplyDrop drop) { if (drop != null & IsOneOfHis(drop)) return true; return null; } If he doesn't have a reference to the crate itself then I guess he could use that same hook but do something with position? Presumably he knows where it's going to land so he could check if drop X/Y are close to expected/called drop point?
  24. @ASWeiler- Ping me in discord, buddy. @LizardMods- Thanks for that mate. I'll get a look at it tonight. @TwoShoes- Huh?
  25. Steenamaroo

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    @Death- Looks like one for you mate.
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