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Everything posted by LandOfTheBlind
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Thank you for the reply. Since the issue just started this wipe, I unload all other plugins that were updated this month and was still able to reproduce the RPC errors. I did notice something that might be helpful. After I triggered the RPC kick bug the first time, I was unable to use the ipgive command to give myself any enhanced items and would get this message in console anytime I tried: (04:33:22) | Failed to call hook 'GiveItemConsoleCommand' on plugin 'ItemPerks v1.0.20' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ItemPerks+Item_MaxStackable_Patch.Prefix (Item __instance, System.Int32& __result) [0x0006c] in <d9528cf6c37a422c9f93738904602a56>:0 at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Item.MaxStackable_Patch109(Item) at PlayerInventory.GetIdealPickupContainer (Item item, System.Boolean tryWearClothing) [0x00000] in <e1d50bfa616d485d876be5ea47e331f1>:0 at PlayerInventory.GiveItem (Item item, ItemMoveModifier modifiers, ItemContainer container) [0x0002d] in <e1d50bfa616d485d876be5ea47e331f1>:0 at PlayerInventory.GiveItem (Item item, ItemContainer container) [0x00000] in <e1d50bfa616d485d876be5ea47e331f1>:0 at BasePlayer.GiveItem (Item item, BaseEntity+GiveItemReason reason) [0x00059] in <e1d50bfa616d485d876be5ea47e331f1>:0 at Oxide.Plugins.ItemPerks.GiveItemWithPerks (BasePlayer target, System.String shortname, System.Collections.Generic.List`1[T] perks, System.UInt64 skin) [0x0003e] in <dc68f7fd24124c62bd9696f796e56174>:0 at Oxide.Plugins.ItemPerks.GiveItemCMD (BasePlayer player, System.String[] args, System.Boolean console) [0x001a7] in <dc68f7fd24124c62bd9696f796e56174>:0 at Oxide.Plugins.ItemPerks.GiveItemConsoleCommand (ConsoleSystem+Arg arg) [0x00007] in <dc68f7fd24124c62bd9696f796e56174>:0 at Oxide.Plugins.ItemPerks.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01099] in <dc68f7fd24124c62bd9696f796e56174>: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 I could still use the ipgivekit to get an enhancement pack and apply it to an item, and could then trigger the RPC kick bug once that item was repaired for the first time. Even with the vast majority of plugins unloaded, once the RPC bug starts, nothing stops it other than a restart of the server. Based on the error above that points to the Harmony patch for stack handling, I found the 2 settings in the config and have set those to false to see if that makes a difference after the next server reboot. I am running Oxide/Umod and not Carbon, if that makes a difference. I did notice that in the Unload() method, you only unpatch Harmony when it's running Carbon, so I didn't know if maybe something is happening when I'm reloading Item Perks while testing, if it's causing Harmony issues which is why the problem persists after all other plugins are unloaded as well? I'll keep testing to see if I can narrow down the issue further but right now, once it starts, it's broken until a restart of the server. Thanks!
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Since the last update, I've had players tell me that they have been getting kicked when trying to repair an enchanted item. I've been able to reproduce this error as well. On the first repair, you get kicked with "Disconnected: RPC Error in RepairItem". After you reconnect, even just trying to move the now repaired enhanced item can give "Disconnected: RPC Error in MoveItem" when just trying to move it from one inventory slot to another. The only way to get rid of the item is to drag and drop it out of inventory, which kicks the player, and produces a loot bag on the ground that has no item name and you can't pick it up. I'm not really sure if it's the Item Perks or maybe another plugin conflicting with it. I saw an earlier support ticket that recommended setting "Prevent the maximum condition of the item from being reduced when repaired?" to false, which I've done, but the issue keeps happening. I've tried the same repair sequence with normal weapons and haven't had any issues, so it's definitely only an enhanced item issue, just not sure from where. Thanks!
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Since the may update, each day after our scheduled reboot, Item Perks will not be loaded with this error: Error while compiling ItemPerks: Cannot convert type 'BasePlayer' to 'Oxide.Plugins.HumanNPC' via a reference conversion, boxing conversion, unboxing conversion, wrapping conversion, or null type conversion | Line: 1905, Pos: 91 Once all the other plugins are loaded, I can do the o.load/reload command on it and it compiles and loads fine. I'm thinking it's trying to load before the HumanNPC plugin and that's why it's throwing that compile error. Is there a missing reference to HumanNPC maybe where it's not waiting for it to be loaded or is there something I can do on my config to have Item Perks have like a delayed loading without having to rely on external scheduled commands to reload it after restart? Thanks!
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Not Receiving Code When Ballas Are Killed
LandOfTheBlind replied to LandOfTheBlind's Support Request in Support
OK, I finally figured it out. I had the "use the countdown GUI" set to false along with the GUI announcements and Notify, thinking that Countdown was another optional plugin. I figured with chat being the only notification method enabled, the code would be presented there. I enabled the countdown GUI and I'm seeing the display with the code once the ballas are dead. I'm not sure the use case for disabling the countdown GUI but maybe just take that config out as 1/2 the plugin won't work without it? "GUI setting": { "Do you use the countdown GUI? [true/false]": true, "OffsetMin Y": "-56" } Just in case anyone else struggling with the code runs across this, here's what is supposed to be visible with the countdown GUI setting enabled. -
Just added this cool event a few days ago and all my players are saying they never receive the code to the bathroom door when the Ballas are killed. I hopped on the server this morning and ran the event a few times and I didn't see a code either. I saw one of the other support requests mention it's at the top of the screen but I made sure to minimize the hud plugin and anything that could be obscuring it but I still never saw any code displayed. Could you possibly share a screenshot of what I'm supposed to be looking for? I don't doubt it's working but I must not be very observant. lol Thanks!
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A couple of my players brought up this issue as well. I added a few debug lines and it seems that when a node is fully harvested, it's not triggering the OnEntityDeath hook that the plugin is watching for this perk. to work. Not sure if it's a change Facepunch made or an issue with the oxide/umod framework.
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Prevent Level Reward Commands from Resetting Each Wipe
LandOfTheBlind replied to LandOfTheBlind's Support Request in Support
Awesome! Thank you so much! This is a great plugin by the way. Been running it for a couple of months now and the players love it! -
Prevent Level Reward Commands from Resetting Each Wipe
LandOfTheBlind replied to LandOfTheBlind's Support Request in Support
Yeah, I have those settings: "Erase all data on wipe - wipes everything": false, "Erase ExtraPockets storage on wipe": true, "Refund skill points on server wipe": false, But the ones I'm talking about are the specific player rewards at certain levels. For example, at level 5, I have this: "List of rewards the player receives based on level": { "5": { "List of commands and chat messages that the player receives when reaching the specified level [Left = command. Right = Private message to player]. {id} = steam ID. {name} == name.": { "oxide.grant user {id} backpacks.size.15": "You reached level 5! You earned 3 more slots of storage in your backpack!" }, "List of commands that are fired off when the player data is reset": [ "oxide.revoke user {id} backpacks.size.15" ] }, It works fine when the players reach the level, the command is executed and they receive the permission, however on the next month wipe, even if I do not wipe player data, the oxide.revoke commands all run and clear the backpack permissions. I'd like for those reset commands to be run only when I explicitly run the "resetdata" or "stresetalldata" not on map wipe. Thanks! -
Prevent Level Reward Commands from Resetting Each Wipe
LandOfTheBlind posted A Support Request in Support
I'm using the "List of rewards the player receives based on level" section to grant larger sized backpacks every 5 levels and it's working great. The issue is that I'm letting the Skill Tree levels carry over between wipes and only intend to reset quarterly, however each wipe clears all the backpack permissions and it takes me around 30 minutes to go through and manually reset each player's backpack size to their level. I have the "erase all data on wipes" set to false but all the revoke commands still run and removes all the backpacks permissions. Am I missing a configuration setting or is it possible to add a setting to not run the "List of commands that are fired off when the player data is reset" commands except for when resetdata or stresetalldata is called and not just on map wipe? Thanks! -
@nivex May I suggest a feature for your consideration? I'd like to have some force progression with the raidable bases on my server. Right now, I start with just easy bases spawning on wipe and will open the next difficulty every few days over the first couple of weeks. I was thinking that since you already have the ranked ladder feature tracking points, could there be a setting that would prevent a player from entering a certain difficulty raid until they accumulated a specific number of points? For example, easy bases would have 0 point requirement, mediums would be 10, and so forth. The second idea I had would be if each difficulty would require a permission to be able to enter the raid. I am also using another plugin that adds an RPG style player progression so I could grant access to the next tier raids upon them reaching a milestone level. Thanks!
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Thanks @Steenamaroo! Also, I was thinking more about when you mentioned yesterday about adding the equivalent of Limit_ShortRange_Weapon_Use for other weapons. I'm not sure how complicated it would be to break it down by specific weapon or at least weapon class, but maybe have a global config section where you can specify max range for each weapon (ie: "pistol.revolver": 50.0, "smg.mp5": 125.0) or maybe just by class (ie. pistol, smg, shotgun, rifle, lmg). If the bots equipped with that weapon/class are further than the max range, then they path to the player with aggro before firing. Again, not sure how much work/rework that would take but just wanted to share that idea. Thanks again for all your hard work on this amazing plugin!
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I have a couple of questions regarding XP for bradley and patrol heli. In the plugin description it says that it's compatible with Loot Defender for shared XP. I'm currently running the latest 2.1.1 version of that plugin but I'm not seeing any settings for shared XP. I only see a "Rust Rewards RP" option. Just curious on how this integrates with that plugin? Second question is regarding heli XP. Is that something else that can be handled by Loot Defender as well because I don't even see patrol heli as an option under XP sources in the Skill Tree configuration, just the LootHeliCrate one?
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- #leveling
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I didn't know if I was just overlooking a setting or what. Thanks for explaining in detail what each of those settings would affect. I might end up reworking some of the bot kits but I appreciate you looking into the shotguns when you get a chance.
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I'm having trouble with the range and accuracy of any bot with a range weapon. Any time a player shoots one of the ranged bots, they are instantly headshot each time. The bots that have shotguns are the worst. I have some low level bots around supermarket and a few have pipe shotguns with buckshot. They will annihilate even a full kit in 3-4 shots from over 300 meters. I have turned down the accuracy to 40 and range damage to 0.2 but players are still getting wrecked within a few shots. I have similar issue with other bots with pistols and rifles having laser range/accuracy. I don't remember it being this bad. I think what makes shotguns so bad is that the shot doesn't seem to spread. Getting hit with buckshot will register anywhere from 3-6 hits in the same part, so if that happens to be headshots, you're down to <20 hp with a ton of bleed. In the meantime, I have accuracy and damage reduced across all profiles and limited bleed to max of 10 and just 1 per shot. I have the following config and profile options set but maybe I missed one that would help? "Reduce_Damage_Over_Distance": true, "Limit_ShortRange_Weapon_Use": true,
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Items in lockers not included in the loot count
LandOfTheBlind replied to LandOfTheBlind's Support Request in Support
Thanks, Nivex! Completely missed that in the config. Keep up the great work! -
I had a couple of players complain to me about the loot from their raids. I have the hard and up raids set to where there will always be some rockets but they said a few raidable bases didn't give them any. I checked a few bases and always found rockets but I think I noticed what was going on. The loot remaining counter seems to only show items in remaining boxes & TC. If they break all the boxes, their loot remaining shows 0, but there were 2 lockers in a different section that had multiple rockets, guns, ammo, and clothing/armor. They stopped raiding once they hit zero to not waste any explosives so I can understand the confusion. I checked both the main config and the per-profile config and I only see options for spawning items in lockers. I don't know if I'm missing something in my configuration, if this was a known bug, or something else? I don't want the players to miss out on what seems to be the better loot that gets put in the lockers so I didn't know if I was doing something wrong. I can provide configs/logs if you need those. Thanks!
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I've had the plugin for a few months and have only had it available to admins for testing. The main issue we are having is that we will run /recycler and the interface will open, you add items to recycle, click the "Turn On" and you will hear it running, but it doesn't recycle until you toggle the recycler off. Once you turn it on and then off, the items will start recycling. The only other recycler related plugin I'm running along side this one is Extended Recycler off of umod. Any idea why the on/off controls are reversed?
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Hey Nivex, I'm sure you are busy with other things but wanted to follow up with you on this issue where the lockouts are resetting for player just before they expire. Thanks!
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No worries, dude! I'm excited to add this cool idea to our community.
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Hello! I love the idea of this plugin. I'm working on a link to where I can export the Canvas image and update a photo frame on a set interval but I'm running into a problem with the Export API call. When I call Export from my plugin, I'm receiving this error in console: (08:10:52) | Failed to call hook 'ExportCanvas' on plugin 'Canvas v1.0.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Canvas.ExportCanvas (Oxide.Plugins.Canvas+Painting painting, System.Single scale, System.Int32 width, System.Int32 height, System.Boolean transparent, System.Int32 blur) [0x00000] in <d6898ea79d324e5ea265cf1dcfad70a4>:0 at Oxide.Plugins.Canvas.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00403] in <d6898ea79d324e5ea265cf1dcfad70a4>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <e23ba2c0f246426296d81c842cbda3af>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <50629aa0e75d4126b345d8d9d64da28d>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <50629aa0e75d4126b345d8d9d64da28d>:0 I am calling that API method from my plugin using this syntax: byte[] imageData = (byte[])Canvas?.Call("ExportCanvas"); Maybe I'm just doing it wrong? An assistance would be much appreciated!
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A couple of minor issues I have noticed after updating to the new version: - NPCs are not spawning at any Easy bases. I have my configuration set to spawn 2 at each easy raid but so far, I haven't found a single one. For Medium raids, it's random if I get NPCs or not. Hard and above seem to have no issues spawning, but most are spawning inside the base and not around it. For easy and mediums, I have the options disabled for spawning on beds, bags, rugs, and floor tiles, but on hard and above, I have them set where they can spawn inside the base. So I think it may be having issues finding spawn points for the NPCs around the bases. - Bases only seem to be spawning on the west side of the map. I haven't seen a base spawn anywhere on the east side of the map centerline. I checked the spawn points in game and there are some on the east side but not as many as on the west side. I'm not sure if the algorithm to pick a spawn point may be choosing a spot before making it around to that side of the island, but it is different than in other versions. - Bases are only spawning in the water. There are tracts of land that are flat and open enough to have bases spawn, but it's only picking spots in the middle of the water. Nothing has changed in my config since the previous release and I didn't see any new options that could be causing this. Again, is there something different with the spawn point algorithm or changes FP made this update that is interfering? - If a player who is within the raid bubble mounts a minicopter, they get chat spammed notices about entering and leaving a PVE zone until they dismount or leave the raidable base bubble. I was the one that mentioned last month about players found a way to glitch into other players' raids and I assume this if coming from the change to mitigate that glitch. This may happen with other vehicle types as well but I haven't personally tested. Thanks!
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Hey Steenamaroo, Just a future feature request. Right now, if I make configuration changes in the config file (things that can't be updated via the gui, or just bulk changes that are easier with find/replace in a text editor) while the plugin is active, if I click the reload profile button, it actually overwrites the config file using the current operating parameters. I don't like unloading/reloading the plugin with players on as it has messed some up before with bots spawning back right on top of them at the monuments. I was wondering if you could include an option like "Reload Profile From Config File" or similar that would reload the selected profile but import the configuration from the JSON file? Thanks again for all the hard work and dedication in making this plugin absolutely awesome!
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Hey Steenamaroo, I've been trying to find a plugin that would let me control the loot drops from the BotReSpawn NPCs. Since the change to being a scientist entity, I've noticed they are dropping med sticks, rifle ammo, even rocket launchers. I haven't found a plugin that seems to work on limiting items dropped by these bots. Any plans on adding loot tables for the different bots in the future? I'd prefer to have different loot tables at say Oxum's as opposed to Launch Site. Not sure if it's possible to have defined loot profiles and then assign them per monuments to those bots? Or if you have any other suggestions for maybe an existing plugin that I've missed, that would be helpful. Thanks again for this awesome plugin! The players love it!
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I had a player that found out how to enter other players' raid bases when they are supposed to be ejected. I have it set so that if you try and walk or fly into a raid bubble of another player, it will eject the player and mini. If you dive bomb the bubble from directly overhead and jump out of the mini right when it hits the bubble, the player just falls through into the bubble and never gets ejected. It looks like the plugin only checks as a player enters the bubble, but maybe it needs to have a periodic check to see if they are supposed to be in the zone or not if they do glitch in. Thanks!
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Look under the different raid level profiles. There is a section "Rewards" and it has configuration options for Economics money or Server Rewards RP. "Rewards": { "Custom Currency": { "Enabled": false, "Item Shortname": "scrap", "Item Name": null, "Amount": 0, "Skin": 0 }, "Economics Money": 0.0, "ServerRewards Points": 0, "Do Not Reward Buyable Events": false },