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Everything posted by ZEODE
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@ZDEN thank you for the report, but can you please open up your own thread with your issue instead of hijacking another’s thread. It helps me keep track of all issues better. Thanks.
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Hi, do you know when and how often these errors happen?
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Busy with the kids this weekend, I will look at this properly tomorrow
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- 410 comments
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- #helicopter
- #helicopters
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Changed Status from Not a Bug to Closed
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Another person had the same issue as you and this was the cause. Did you change the value to something other than 0 ? Also, did you use the command "readcfg" in the console after you changed the ConVar, otherwise the server wont recognise the change. heli.lifetimeminutes 15 readcfg
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Check that the server ConVar "heli.lifetimeminutes" is not set to 0. This will make the heli immediately retire when spawned, so it will never come.
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Changed Status from Pending to Not a Bug
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Solved, heli.lifetimeminutes ConVar was set to 0, so heli was immediately retiring.
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https://discord.gg/rKeBQt7u
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Also, I have an idea. Hit me up on Discord so I can give you a modified copy to try
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"Map Scale Distance Away to Spawn Helicopter (Default: 1.25 = 1.25 x Map Size Distance)": 0.0, Set this to 0.0 lie this, then throw and see if it spawns directly above
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If its not appearing there must be an error, maybe a NullReferenceException message? Does the signal smoke or just roll on the floor ?
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Please post your config
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Changed Status from Pending to Closed
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Keep it at 0.5 or above.
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Please share any errors in the console you had
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"Parachute Drag (Lower = Faster. eg: 0.6)": 0.4, If you have issues with Bradley dropping through the map make sure to keep this setting at 0.5 minimum Also, what do you mean it arrived shortly after the parachute drop ?
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Please post your config
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Firstly, your initial post was just this: Which I think most people would agree is neither helpful or informative in any way. To just write a comment like that with no explanation or context was not helpful. What response would you expect after a comment like that? Secondly, hook time and "performance monitoring" is relative and dependant on many factors, not quite what you make it out to be. You say my plugins are and have But that plugin isn't saying the hook time is excessive, its just showing you the hook times in descending order. To simply assume then that my plugins have "huge issues with exessive time calling hooks" etc shows you don't really understand what is going on. Now to put it into context, there are many other plugins out there, particularly any with anything AI related or stat collecting that also have higher hook times. But just because hook times are longer for a plugin doesn't necessarily mean there is an issue, it just means they are doing more stuff. Unless you are seeing lots of "GARBAGE COLLECT" warnings in the console, which I know you aren't for my plugins, then it is not really indicative of a problem. To make a more informed assessment, I would need more information, which you didn't provide. For example, server hardware spec, how long was the server and/or those plugins running to accumulate that hook time. Around 40 seconds actually isn't that much, depending on circumstances. Now, back to my initial reply of people not reporting such hook times, they aren't. Many people use these without issues. We also use both these plugins on our servers, each server is restarted daily and after 24 hours of running on a fairly busy PVE server with many people who love taking helis, the hook times are rarely above 30 seconds over 24 hours for Heli Signals and Bradley Drops (this is on a highly modified, 170+ plugins PvE server. Much, much higher hook times are on Raidable Bases, SkillTree, and a host of other event plugins that we run. My initial reply may have been a bit abrupt and thoughtless, but then so was your initial comment, and it is sometimes frustrating to read comments like yours from people who don't have a clue of what's gone into the writing of the plugin, how it works, or how it performs and why. But I can assure you my plugins and my code in general is written to be as efficient as I can make it. But for some reason a couple of people get longer hook times than others using the same plugin, in the same way. Now this could be due to a number of reasons, one might be another plugin making calls to my plugin. For example AlphaLoot calling to my plugin to see if it can populate heli_crates, bradley_crates, etc. Or any other plugin checking to see if a supply drop belongs to their plugin or mine, etc etc. Excessive calls to my plugin will add hook time. I can see why a lack of understanding might lead you to draw conclusions that my plugins are "the culprit" when trying to troubleshoot performance, but without understanding all the various factors you should be cautious of pointing fingers, instead maybe approach it in a different way and we could have troubleshooted the issue to see if we could find any reasons why you are having these issues where others are not. However, as I mentioned before, those hook times aren't horrendous, but then, I don't know how long the plugins had been running to get those amounts. Lastly, a couple of updates ago I had already given the plugin a overhaul and code clean up, which I do frequently as my coding improves. The only other person who has reported an issue with hook times reports hook times to have halved (after troubleshooting together on Discord). But again, these hook times are not the norm, so could indicate another issue with your server or some sort of conflict. Edit: After reading your past comments on other devs plugins, I can see your attitude is no different to what it was here. Speaks volumes.
- 410 comments
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- #helicopter
- #helicopters
- (and 17 more)
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- 410 comments
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- 1
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- #helicopter
- #helicopters
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The issue is not with my plugin. According to the rules of writing code on Oxide, the hook CanCombineDroppedItem should return either null or true, because this hook returns values object. Hooks which return bool values can return either null, true or false. So the author of the other plugin is incorrect in this case.
- 255 comments
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- 1
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- #bradley
- #bradleyapc
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- 255 comments
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- #bradley
- #bradleyapc
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Changed Status from Pending to Closed Changed Fixed In to Next Version
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Hi, I will check this out and get back to you tomorrow.