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BetterDeadThanZed

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Everything posted by BetterDeadThanZed

  1. It seems that I keep getting back my revoked Oxide groups after switching to player mode after today's patch.
  2. 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.
  3. This has been resolved. It was a setting in raidable bases.
  4. Any idea why I have 2 Bradley Control NPC's, with one being asleep? https://ibb.co/LZJ86Hm
  5. 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.
  6. 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?
  7. I just tested it without Metabolism loaded and it still does it, so it's not a conflict with that plugin.
  8. 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
  9. Sorry about that. I missed the "Grant" part in the admin section. 🙂
  10. BetterDeadThanZed

    Toggle groups

    Using "Toggle Groups To Revoke" setting, groups get revoked when switching to player, but do not get restored when switching to admin.
  11. Feature request: Sell all button for the drug dealer.
  12. Nevermind, tested it again and sure enough, they attack.
  13. I got the chickens but they didn't attack. They just flapped their wings.
  14. Could we get a command to destroy all Red Button signs placed on a map, in case we forget that we placed one and want to be sure none are left?
  15. 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)
  16. Yes, it is fixed. Thank you!
  17. 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.
  18. @bsdinisAre you still supporting this plugin? Still getting this error.
  19. 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.
  20. I hope the source of that console spam is identified so I can use this plugin again.
  21. Looks good. I added the ladder trigger and swapped out the chairs on my map, going to be using it for tomorrow's wipe.
  22. You forgot the ladder trigger on the back of the building. The chairs you use are all mountable, including the chairs that are upside down inside of the supermarket, on the tables, and the door you put on the floor near the office can be "opened".
  23. 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)":
  24. 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.
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