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ALiEN JiM

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Support Replies posted by ALiEN JiM

  1. No worries at all, and thank you for getting back to me.

    It was more that I’d waited patiently for four weeks for a reply, and then when the reply finally came, the ticket was closed as “Not a Bug” before I had a chance to respond. That was what made it feel a little rude, but there are no hard feelings at all.

    I also wanted to say a big thank you for fixing the issue in the latest update! All tiers are now properly dark again, and it makes the dungeons so much more atmospheric and fun to explore. It really makes a difference to the experience!

    I appreciate the time and effort you put into developing and improving the plugin, and thank you again for taking the time to look into things. Keep up the great work.

  2. Sorry, but I have to say I found it a little rude to receive a reply and have the ticket closed as Not a Bug at the same time, before I even had a chance to respond.

    All dungeon tiers already have "Dungeon Time of Day Override(-1 for no override)": 0 set.

    As I explained in my original message, the dungeons used to stay dark regardless of the server's time of day, but now they are bright during the daytime. This is a change from how they previously worked, which is why I raised the ticket.

    As you closed the ticket as "Not a Bug", I can only assume you have tested this yourself and confirmed that the dungeons are still being forced into night mode on your end.

    Could you please explain how I can get the dungeons back to being dark during the day, with the only light coming from the dungeon's own lights? If the time override is already set correctly and it is still bright, as you mentioned, could you please investigate rather than closing the ticket before the issue has been confirmed?

  3. Error while compiling LuckyCrates: 'VendingMachine' does not contain a definition for 'SetFlag' and no accessible extension method 'SetFlag' accepting a first argument of type 'VendingMachine' could be found (are you missing a using directive or an assembly reference?) | Line: 381, Pos: 36

  4. Hi, has the setting for dungeons being dark changed?

    I'm sure there used to be an option to make the dungeon stay in night mode while you're inside it. Now it only seems to be dark if it's actually nighttime on the server. During the daytime it is bright, which makes the dungeon feel more like you're walking around a base with all the lights on rather than being in a dark dungeon.

    Maybe I've changed something or missed a setting, so could you please let me know how to get the darkness back for the dungeons?

  5. I really don’t understand why you feel the need to make this so unnecessarily insulting to yourself.

    I have now spoken to several other server owners in a Discord group, and they suggested deleting the "PveMode.json" file from the data folder. I did that, and everything is now working correctly.

    So whatever the underlying issue was, it appears to have been resolved by resetting the PvE Mode data.

    You can close this ticket now. Thank you for your time.

    • Like 1
  6. Sorry, but that isn’t the situation here.

    I have tested this with a player who had not been online for over a week and had not participated in any other events, so there should not have been any active cooldown involved. I have also tested it at both harbors, as well as with other players joining the event, and the result is always the same: “No Owner” never changes to the player’s name and no cooldown is created.

    I’m not trying to say that the plugin is at fault or that there is something you must fix. I’m simply trying to understand why this particular event is behaving differently on my server when the other events using PvE Mode work correctly.

    I understand how PvE Mode ownership and cooldowns normally work with the other events, which is why this seems unusual. With Harbor Event, anyone can currently enter, kill the NPCs, take the event and loot it because the owner status never locks onto a player.

    What I’m really looking for is some help or ideas as to what could prevent Harbor Event from communicating with or detecting PvE Mode correctly, while the other events are able to do so.

    I’m happy to provide the complete logs or anything else that might help track down what is different on my server.

  7. Hi, thanks for the reply.

    I may have explained it poorly in my first message, but I think there may be a misunderstanding.

    Regarding “Why did you decide that ownership isn’t working?” — I didn’t decide that ownership isn’t working; I’m reporting what is actually happening. Regardless of who starts or completes the event, the ownership does not change from “No Owner” to the player’s name. So the ownership functionality simply isn’t working as expected.

    Regarding /eventstime, that is also the issue I was trying to explain. I understand that it only shows events which currently have an active cooldown. The problem is that HarborEvents never appears because the cooldown is not being created in the first place.

    The event runs successfully but ownership remains "No Owner" regardless of which player does most damage.

    No cooldown appears to be created. Therefore HarborEvents does not appear in /eventstime.

    I’ll send the entire config as requested. Hopefully that will make it easier to see what is happening.

    Thank you for taking a look.

    HarborEvent.json

  8. Hi,

    I bought Harbor Event 2.4.4 today and I’m currently setting up the
    PvE Mode side of it, but I can’t seem to get the owner functionality
    working. The cooldown also doesn’t appear to be working.

    When I check PvE Mode, running /eventstime does not list
    HarborEvents at all. All of my other events that use PvE Mode seem to
    be working correctly and are listed there.

    I’ve included the relevant PvE Mode configuration below in case I’ve
    missed something. As far as I can see, the settings are configured the
    same way as my other working events.

    Could you please let me know if there is something I’ve missed or if
    there is an issue with the Harbor Event integration?

    Thank you for any information or help.

    My PveMode settings

      "PVE Mode Setting (only for users PveMode plugin)": {
        "Use the PVE mode of the plugin? [true/false]": true,
        "The amount of damage that the player has to do to become the Event Owner": 1.0,
        "Damage Multipliers for calculate to become the Event Owner": {
          "Npc": 1.0,
          "Bradley": 2.0,
          "Helicopter": 2.0
        },
        "Can the non-owner of the event loot the crates? [true/false]": false,
        "Can the non-owner of the event hack locked crates? [true/false]": false,
        "Can the non-owner of the event loot NPC corpses? [true/false]": false,
        "Can the non-owner of the event deal damage to the NPC? [true/false]": false,
        "Can the non-owner of the event do damage to Bradley? [true/false]": false,
        "Can the non-owner of the event do damage to Patrol Helicopter? [true/false]": false,
        "Can an Npc attack a non-owner of the event? [true/false]": false,
        "Can Bradley attack a non-owner of the event? [true/false]": false,
        "Can Patrol Helicopter attack a non-owner of the event? [true/false]": false,
        "Allow the non-owner of the event to enter the event zone? [true/false]": false,
        "Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": true,
        "The time that the Event Owner may not be inside the event zone [sec.]": 300,
        "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 60,
        "Prevent the actions of the RestoreUponDeath plugin in the event zone? [true/false]": false,
        "The time that the player can`t become the Event Owner, after the end of the event and the player was its owner [sec.]": 10800.0,
        "Darkening the dome (0 - disables the dome)": 4
      },

  9. Hi MeventSupport,

    You asked for my config, so to provide it I reinstalled the latest version of the plugin, as I had previously reverted to the last working version.

    After reinstalling it, everything seems to be working fine this time. The only difference is that I updated the plugin while the server was live, whereas previously I had copied the update over while the server was offline before startup. For some reason, it seems the plugin may not have updated correctly during server startup.

    My sincerest apologies for wasting your time, and thank you for your help.

  10. Hi Mevent,

    I just wanted to add that I've noticed the following error occurs every time a player sits on or mounts a sofa in the new Apartment Complex.

     

    Failed to call hook 'CanMountEntity' on plugin 'VehicleBuy v2.2.12' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.VehicleBuy.IsPlayerAuthorizedToCodeLock (System.UInt64 userID, CodeLock codeLock) [0x00000] in <73c6efd13de44efc9ee3a84a30f2f893>:0
      at Oxide.Plugins.VehicleBuy.IsPlayerAuthorizedToLock (BasePlayer player, BaseLock baseLock) [0x00016] in <73c6efd13de44efc9ee3a84a30f2f893>:0
      at Oxide.Plugins.VehicleBuy.CanPlayerBypassLock (BasePlayer player, BaseLock baseLock, System.Boolean provideFeedback) [0x0001e] in <73c6efd13de44efc9ee3a84a30f2f893>:0
      at Oxide.Plugins.VehicleBuy.CanPlayerInteractWithVehicle (BasePlayer player, BaseEntity vehicle, System.Boolean provideFeedback) [0x0002e] in <73c6efd13de44efc9ee3a84a30f2f893>:0
      at Oxide.Plugins.VehicleBuy.CanPlayerInteractWithParentVehicle (BasePlayer player, BaseEntity entity, System.Boolean provideFeedback) [0x00009] in <73c6efd13de44efc9ee3a84a30f2f893>:0
      at Oxide.Plugins.VehicleBuy.CanMountEntity (BasePlayer player, BaseMountable entity) [0x00042] in <73c6efd13de44efc9ee3a84a30f2f893>:0
      at Oxide.Plugins.VehicleBuy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b97] in <73c6efd13de44efc9ee3a84a30f2f893>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0
      at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <15f61ddda771464d8246ebdce8ff4811>:0
      at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <15f61ddda771464d8246ebdce8ff4811>:0

  11. Hi Fruster,

    I’ve found an issue with spawning random dungeons and random entrances at a set location.

    Using the command:

    dungbase_start random random -1800 3.7 1260

    I get the following errors:

    [Dungeon Bases] Manual spawn point set to {manualSpawn}
    [Dungeon Bases] File #dung#random does not exist
    [Dungeon Bases] File #dung#random does not exist
    [Dungeon Bases] The event will not start

    Using:

    dungbase_start entrance1 dungeon1 -1800 3.7 1260

    I get:

    [Dungeon Bases] Manual spawn point set to {manualSpawn}
    [Dungeon Bases] The dungeon and entrance names must contain "#dung#"
    [Dungeon Bases] The event will not start

    The only way it works is by including #dung# in the names, for example:
    dungbase_start #dung#entrance1 #dung#base1 -1800 3.7 1260
    Would it be possible to support a simpler command such as:

    dungbase_start -1800 3.7 1260

    and have the plugin automatically choose a random entrance and a random dungeon from the available #dung# files?

    That would make manual spawning much easier.

    Thank you for your help and time on this.

  12. I'm getting the same issue as Rustplugins.net server IP address could not be found. ERR_NAME_NOT_RESOLVED

    @David I was wondering if we could have the images included with the plugin so we could host them our self if needed?

  13. Hi, just a quick update.

    I figured out why the Combat Stimulant wasn’t working, it turned out the LootDefender plugin was overriding the XP being given. Thought this might be helpful in case anyone else runs into NPC buffs not working.
    Also noticed there is no time remining on Combat Stimulant when viewing current active buffs.

    Is there a way to have Combat Stimulant apply to all NPCs, or at least allow multiple types to be added instead of just:
    "source": "ScientistHeavy"?

    I also noticed that in SkillTree you only receive XP from yellow barrels. However, when using Salvager Soda, you then gain XP from all barrels. Not sure yet if this is something on my end or a potential SkillTree issue.

    Again, thanks for the quick update on the previous issue — really appreciated.

  14. Hi, yes that was a fresh install.

    The following video was recorded with no other plugins installed not even admin plugins, only SkillTree 1.7.8 and SkillTreeItemsPro 1.0.2. All related configs and data files were removed beforehand to generate completely fresh files.

    As mentioned, no other plugins were installed to rule out any conflicts. The server is also running the latest version of Oxide at the time (v2.0.7253).
     

     
  15. I’ve found the issue! it was caused by v1.13.3.

    Simply unloading and removing it wasn’t enough before installing v1.14.1. Something from the old version was still lingering on the server. To resolve it, I had to fully remove v1.13.3 before starting the server, and then add v1.14.1 afterwards.

    Apologies for not trying this sooner, and thanks for your help.

    • Like 1

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