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Everything posted by ZEODE
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Signal disappears if cooldown + full inventory
ZEODE replied to KingSizeKevin's Support Request in Support
Changed Status from Pending to Closed Changed Fixed In to Next Version -
To assist me further, please send me a list of all your plugins so I can see if there is one that might conflict. Thanks.
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Hi, are you still having this issue? Did you check the other plugin issue out that I posted? Please let me know if you resolved the issue.
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Changed Status from Pending to Not a Bug
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do not include the pointed brackets < >
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Hi, the commands are all listed on the plugin page. The give command for admins is: hsgive <type> <PlayerName or SteamID> <amount> Prefix with / if using in chat instead of console.
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Make sure you give yourself the admin permission.
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- 267 comments
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- #bradley
- #bradleyapc
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- 401 comments
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- #helicopter
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Signal disappears if cooldown + full inventory
ZEODE replied to KingSizeKevin's Support Request in Support
Hi, thanks for the report. I will add a fix for this to the update coming soon. -
09:48 [Info] [Server Rewards Wipe] INFO: Wipe detected, wiping ServerRewards player RP... 09:48 [Info] [Server Rewards Wipe] INFO: Unloading ServerRewards plugin... 09:48 [Error] Failed to call hook 'Unload' on plugin 'ServerRewards v0.4.74' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ServerRewards.SaveRP () [0x00000] in <ae7b6f16e969464b87547481333ef538>:0 at Oxide.Plugins.ServerRewards.Unload () [0x00069] in <ae7b6f16e969464b87547481333ef538>:0 at Oxide.Plugins.ServerRewards.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x017a0] in <ae7b6f16e969464b87547481333ef538>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <d431e37658ba4727b7490299d12dfc44>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 09:48 [Info] Unloaded plugin Server Rewards v0.4.74 by k1lly0u 09:48 [Info] [Server Rewards Wipe] ERROR: ServerRewards RP data not wiped, RP data was null. 09:48 [Info] [Server Rewards Wipe] INFO: Finished, reloading ServerRewards. I can see you are getting the same error on ServerRewards unload again, this seems to be interfering with the wipe process. We need to identify what is causing that error when SR unloads. From the error, it suggests it's trying to Save something which doesn't exist. Do you have any other plugins which interact with ServerRewards. What 8 plugins were loaded at the time?
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When you get a minute, try this one and let me know how that goes. If not, please copy and paste the whole output relating to the plugin, or send the log file. I hope to get to the bottom of it for you.
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ServerRewardsWipe.cs
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I have looked over and over, the code is good from my plugin, do you have any other Supply Signal plugins which prevent throwing multiple signals? For example, if you are using Signal Cooldown, this will cause the dupe issue you are seeing. Others have had conflict issues with this plugin. I have sent a patch to the author of that plugin but they are non-responsive. but there is details on this page on how to resolve it until he accepts the patch:
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Changed Status from Not a Bug to Work in Progress
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If you’re able to provide a short video that would be great so I can see how the process is happening. I will re-look over it again as well and do a little more testing.
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I have tested what you said, it is working fine in testing and the code is good. What happens is this, when a player is on cooldown and throws a Bradley Drop signal, it instantly destroys the signal they throw, then it refunds them and tells them in chat that they are on cooldown. This is normal behaviour, otherwise your players would throw the signal and lose it if they are on cooldown. So it does not duplicate, it simply refunds them the signal they threw while on cooldown since the one they threw is destroyed.
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Hmm, let me check that out. Ill let you know
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You’re existing PVE plugin should control heli damage? But yes, I will Be adding a separate config option in the next update to control damage. But keep in mind that if used in future it might conflict with any existing PVE rules. So to clarify, are you wanting the heli to damage bases of those who called it in? But not bases owned by another player or team?
- 401 comments
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- #helicopter
- #helicopters
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Are you sure it wasn’t stopping you because of cool-down? you say you worked it out, what do you mean? What did you work out? I’m confused.
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Changed Status from Pending to Not a Bug
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Hi, that is normal behaviour. The plugin has an option to limit the number of Bradley’s players can call. It should have refunded the signal into players inventory if they throw it and the limit is already reached. By default this number is 2. You can increase this in the config file, then reload the plugin.
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- 401 comments
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- 1
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- #helicopter
- #helicopters
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I have looked over my plugin again and can't see any error. The only error was seen in your Oxide log, where ServerRewards threw an error while it was being unloaded. This suggests that there was an error with the Data file while ServerRewards was reading/writing to it to save on unload (such as a missing/corrupt entry). I don't see how this error could be caused by my plugin. Also, the fact that the clearrpdata command worked for you also suggest the plugin is working correctly as it uses the same method. I have performed several wipes on my test server and all have worked flawlessly. Do you have a test server which you could test a wipe on with all your current plugins loaded etc?
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OK I had to remember what we did here to fix this issue. Now I remember, the issue lies with Signal Cooldown plugin. The current version of his plugin does not do any checks to make sure it only acts on certain Supply Signals, but he doesn't provide an API I can use to prevent his plugin acting on my plugins signals. I had submitted a patch a while ago but he hasn't responded to it. I have submitted a new patch to include a check for Heli Signals and have sent him a message on Discord too. In the meantime, you can add the following directly under line 93 in the Signal Cooldown plugin: if (Interface.CallHook("IsBradleyDrop", entity.skinID) != null) return; if (Interface.CallHook("IsHeliSignalObject", entity.skinID) != null) return; This will resolve the issue for you until MisterPixie accepts the patch or modifies the plugin to make it compatible. So it should look like this: Thanks.
- 401 comments
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- 2
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- #helicopter
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