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Everything posted by BetterDeadThanZed
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- 36 comments
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- #raulssorban
- #raul sorban
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(and 7 more)
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I don't believe this is a problem anymore. I don't recall seeing this error in the 9 months since I put in this support ticket.
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This support ticket is from April of 2022....
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Failed to call hook 'ChatSpawn' on plugin 'Vehicles v0.0.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Vehicles.FetchVehicle (BasePlayer player, BaseEntity entity, UnityEngine.Vector3 position, Oxide.Plugins.Vehicles+VehicleSettings vehicleSettings) [0x002a7] in <7ac84b3699ba4c60a7e4639487ec0967>:0 at Oxide.Plugins.Vehicles.ChatSpawn (BasePlayer player, System.String command) [0x001ce] in <7ac84b3699ba4c60a7e4639487ec0967>:0 at Oxide.Plugins.Vehicles.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0031e] in <7ac84b3699ba4c60a7e4639487ec0967>: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 <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 Still happening....
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I do have "RefundFuelOnDespawn" set to False.
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Maybe you could collaborate with some other plugin devs to integrate it? There's lots of them out there that are very willing to help. Plugins that use PVE Mode plugin are popular for PVE servers like mine, because it allows players/teams to lock to an event and prevents others from attacking the NPC's or looting anything.
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- 113 comments
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- #bradley
- #bradleyapc
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(and 3 more)
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- 113 comments
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- #bradley
- #bradleyapc
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(and 3 more)
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- 217 comments
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Bradley NPC not appearing
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I was on the server and someone told me that the Launch NPC wasn't there and hadn't been for a while. When I went to Launch, the NPC wasn't there and neither was the marker. The NPC didn't reappear until I reloaded the plugin. When I searched the log, I found this error had appeared around 2 hours before I was told the NPC was missing. -
Bradley NPC not appearing
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I had someone tell me again this evening that the Bradley Control was missing. I checked and he was. I reloaded the plugin and he appeared. I checked the log and see this: Failed to call hook 'CanLootEntity' on plugin 'CustomBradley v1.3.8' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.CustomBradley+CustomBradleyComponent.GetAllPlayersInTeam () [0x00036] in <61215538a7ce420bb92fba362777afa6>:0 at Oxide.Plugins.CustomBradley.CanInteractWith (BasePlayer player, System.UInt64 ownerId) [0x00017] in <61215538a7ce420bb92fba362777afa6>:0 at Oxide.Plugins.CustomBradley.CanLootEntity (BasePlayer player, StorageContainer container) [0x00047] in <61215538a7ce420bb92fba362777afa6>:0 at Oxide.Plugins.CustomBradley.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0096d] in <61215538a7ce420bb92fba362777afa6>: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 <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <d5f57e12edfe4fa0b5c5dbdd9b51eff8>:0 -
Yes, it's still happening, but I just updated to the new version so I'll wait and see if it appears with that version.
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Bradley NPC not appearing
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
The map has Launch. I didn't know if having another Bradley spawn elsewhere on the map would cause an issue. I put the plugin back on the server last night and it seemed to be working so I've asked my players to let me know if they have any other issues with the NPC not spawning. -
I just wanted to see if there's an issue with this plugin because of the last update or if it's because of the custom map I'm running. I am running the Badlands map, which has a custom Bradley spawn on the map. I've been told the Bradley Control NPC isn't spawning. Is it possible that since there's a custom Bradley spawn outside of Launch, it is affecting this plugin? I haven't had time to confirm this myself, but this is what I'm being told by several players.
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@SKIROWThis is from my client log: WARNING: Shader Unsupported: 'Hidden/Nature/Terrain/Utilities' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? ERROR: Shader Hidden/Nature/Terrain/Utilities shader is not supported on this GPU (none of subshaders/fallbacks are suitable) Shader 'Nature/Terrain/Diffuse': dependency 'AddPassShader' shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found Shader 'Hidden/TerrainEngine/Splatmap/Standard-AddPass': fallback shader 'Hidden/TerrainEngine/Splatmap/Diffuse-AddPass' not found Disconnected (Exception (cs:77857): NullReferenceException: Object reference not set to an instance of an object. MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) MaterialSetup.OnEnable () (at <00000000000000000000000000000000>:0) GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) (at <00000000000000000000000000000000>:0) World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) (at <00000000000000000000000000000000>:0) World.Spawn (ProtoBuf.PrefabData prefab) (at <00000000000000000000000000000000>:0) World+<Spawn>d__71.MoveNext () (at <00000000000000000000000000000000>:0) WorldSetup+<InitCoroutine>d__15.MoveNext () (at <00000000000000000000000000000000>:0) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <00000000000000000000000000000000>:0) GameManager:CreatePrefab(String, Vector3, Quaternion, Vector3, Boolean) Prefab:Spawn(Vector3, Quaternion, Vector3, Boolean) World:Spawn(String, Prefab, Vector3, Quaternion, Vector3) World:Spawn(PrefabData) <Spawn>d__71:MoveNext() <InitCoroutine>d__15:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) ) - returning to main menu UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) Client:OnClientDisconnected(String) This is the entire log: https://pastebin.com/h4UPbhJN