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Everything posted by BetterDeadThanZed
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It seems that I keep getting back my revoked Oxide groups after switching to player mode after today's patch.
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When gathering hemp, I am getting this error and I don't find any weed: Ganja v2.0.1: Failed to call hook OnCollectiblePickup(CollectibleEntity, BasePlayer): System.InvalidCastException: Null object cannot be converted to a value type. at System.Convert.ChangeType (System.Object value, System.Type conversionType, System.IFormatProvider provider) [0x00029] in <fb001e01371b4adca20013e0ac763896>:0 at System.Convert.ChangeType (System.Object value, System.Type conversionType) [0x0000c] in <fb001e01371b4adca20013e0ac763896>:0 at Oxide.Core.Plugins.Plugin.Call[T] (System.String hook, System.Object[] args) [0x00008] in <bae5f1223fce49c493b01571c99dce02>:0 at Oxide.Plugins.Ganja.IsDeployableNature (BaseEntity entity) [0x00011] in <3bfb2801185a463a8315098c4518d31f>:0 at Oxide.Plugins.Ganja.OnCollectiblePickup (CollectibleEntity entity, BasePlayer player) [0x00029] in <3bfb2801185a463a8315098c4518d31f>:0 at Oxide.Plugins.Ganja.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005df] in <3bfb2801185a463a8315098c4518d31f>:0 at OxidePerfCounter.main.HookPerformance (Oxide.Core.Plugins.HookMethod method, System.Object[] args, Oxide.Plugins.CSharpPlugin __instance, System.Object& __result) [0x0009c] in <b3fa7a63aa764ffb9f048e13be62c298>:0 If I unload Deployable Nature, this error goes away and I'm able to find weed.
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Conflict with Epic Loot and Radiable bases
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
This has been resolved. It was a setting in raidable bases. -
Any idea why I have 2 Bradley Control NPC's, with one being asleep? https://ibb.co/LZJ86Hm
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If I open the Epic Loot UI while in Player mode, it won't let me close the UI because I'm in Player mode. See this screenshot: https://ibb.co/HqTYhZS In Raidable Bases, when I switch to admin mode and go near a radiable base, it says "You may not use admin cheats in this area" and I basically get stuck, not able to move. I have to switch back to player mode to get away from the base. That message just keeps scrolling by.
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I am using the Admin Toggle plugin. When I switch to admin mode and go near a radiable base, it says "You may not use admin cheats in this area" and I basically get stuck, not able to move. I have to switch back to player mode to get away from the base. Is there a setting someplace that I need to change?
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Health, Thrist and hunger reset when switching
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
I just tested it without Metabolism loaded and it still does it, so it's not a conflict with that plugin. -
Health, Thrist and hunger reset when switching
BetterDeadThanZed posted A Support Request in Support
When I switch back to player, my health, hunger and thirst are reset back to maximum levels. I am using the Metabolism plugin if that makes any difference: https://umod.org/plugins/metabolism -
Sorry about that. I missed the "Grant" part in the admin section. 🙂
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Using "Toggle Groups To Revoke" setting, groups get revoked when switching to player, but do not get restored when switching to admin.
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- 144 comments
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- #admin
- #admintool
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- #discord
- #discord integration
- #auth
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- #permission
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- #log
- #xray
- #adminplugins
- #administrator
- #administrative
- #administrative tools
- #administration
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- #admintoggle
- #admint
- #adminto
- #admintog
- #admintogg
- #admintoggl
- #player
- #player toggle
- #player auth
- #auth toggle
- #admin switch
- #auth switch
- #player switch
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- 143 comments
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- #red button
- #button
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- 143 comments
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- #red button
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- 143 comments
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Is this map still working? I tried loading it on my test server and when I connected, I was booted and the client side log showed this error: NullReferenceException: Object reference not set to an instance of an object. at MaterialConfig.GetMaterialPropertyBlock (UnityEngine.Material mat, UnityEngine.Vector3 pos, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at MaterialSetup.OnEnable () [0x00000] in <00000000000000000000000000000000>:0 at GameManager.CreatePrefab (System.String strPrefab, UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at Prefab.Spawn (UnityEngine.Vector3 pos, UnityEngine.Quaternion rot, UnityEngine.Vector3 scale, System.Boolean active) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (System.String category, Prefab prefab, UnityEngine.Vector3 position, UnityEngine.Quaternion rotation, UnityEngine.Vector3 scale) [0x00000] in <00000000000000000000000000000000>:0 at World.Spawn (ProtoBuf.PrefabData prefab) [0x00000] in <00000000000000000000000000000000>:0 at World+<Spawn>d__71.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at WorldSetup+<InitCoroutine>d__15.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <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)
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Yes, it is fixed. Thank you!
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Conflict with deployable nature
BetterDeadThanZed replied to BetterDeadThanZed's Support Request in Support
Do you have an ETA for the next version? I had to remove this until that is fixed because players were able to get unlimited weed from it. -
@bsdinisAre you still supporting this plugin? Still getting this error.
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I use the deployable nature plugin and apprently a player can loot unlimited weed from a deployed hemp plant. I've already contacted@imthenewguyvia DIscord as he's the dev for that plugin.
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- 177 comments
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- 2
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- #monuments lock
- #lock monument
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Ok, all is good. I set this to true and everything works perfectly now: "Disable built-in stack fix (set to true if you have problems with item stacking/splitting)":
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I guess I was doing something wrong and I actually was comparing it with another version 2.0 config so all is good, except I'm still having the stacking issue I described above.