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Everything posted by Somescrub
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Had someone exploit the foundation limit today... If you build to the foundation limit, with one disconnected from the rest, place a TC, then reconnect to the rest, you can effectively bypass foundation limits entirely.
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Getting a lot of console errors lately: Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.0' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.NpcSpawn+CustomScientistNpc.UpdateInventory () [0x00116] in <3ea45489ad30449a952558c1d3fd1f32>:0 at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001ac] in <3ea45489ad30449a952558c1d3fd1f32>:0 at BaseNetworkable.Spawn () [0x0004f] in <9330175985ef4e7bb03abe503b9a9264>:0 at BaseEntity.Spawn () [0x00000] in <9330175985ef4e7bb03abe503b9a9264>:0 at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <3ea45489ad30449a952558c1d3fd1f32>:0 at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <3ea45489ad30449a952558c1d3fd1f32>:0 at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b50] in <3ea45489ad30449a952558c1d3fd1f32>: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 NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) [0x0003e] in <3ea45489ad30449a952558c1d3fd1f32>:0 at NPCPlayer.EquipTest () [0x00000] in <9330175985ef4e7bb03abe503b9a9264>:0 at InvokeHandlerBase`1[T].DoTick () [0x00120] in <38d58fcbc41e48cf8bdf10f0307cd773>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0001f] in <38d58fcbc41e48cf8bdf10f0307cd773>:0 NullReferenceException: Object reference not set to an instance of an object NullReferenceException: Object reference not set to an instance of an object at Oxide.Plugins.NpcSpawn+CustomScientistNpc.EquipWeapon (System.Boolean skipDeployDelay) [0x0003e] in <3ea45489ad30449a952558c1d3fd1f32>:0 at NPCPlayer.EquipTest () [0x00000] in <9330175985ef4e7bb03abe503b9a9264>:0 at InvokeHandlerBase`1[T].DoTick () [0x00120] in <38d58fcbc41e48cf8bdf10f0307cd773>:0 at InvokeHandlerBase`1[T].LateUpdate () [0x0001f] in <38d58fcbc41e48cf8bdf10f0307cd773>:0
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When I was watching them before I discovered the connection it was hmlmgs
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I don't know how hard it is, but an elevator like missile silo would be fitting as well
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Worked until a restart, then came back. I deleted the lang file again and it stopped, but immediately started again - there is a player crafting in-game and it persists as long as they are crafting, no matter how many times I delete it and reload the plugin.
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@Wizla- I have the same issue and did some investigating... The RPC error happens when using the elevator's vanilla control panel, not the red buttons like you guys tested in the video. Just wanted to call out that distinction.
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Getting this very frequently when players are crafting: Failed to call hook 'OnItemCraftFinished' on plugin 'EpicLoot v1.2.19' (FormatException: Input string was not in a correct format.) at System.Number.ThrowOverflowOrFormatException (System.Boolean overflow, System.String overflowResourceKey) [0x0001a] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Number.ParseSingle (System.ReadOnlySpan`1[T] value, System.Globalization.NumberStyles styles, System.Globalization.NumberFormatInfo info) [0x00071] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Single.Parse (System.String s, System.IFormatProvider provider) [0x0001b] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at System.Convert.ToSingle (System.String value) [0x0000f] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.EpicLoot.SetupDefaultPlayerUI (BasePlayer player) [0x0003e] in <287a2949e4bb40859ec361158558ad95>:0 at Oxide.Plugins.EpicLoot.MessagesOn (BasePlayer player, Oxide.Plugins.EpicLoot+PlayerSettings pi) [0x00003] in <287a2949e4bb40859ec361158558ad95>:0 at Oxide.Plugins.EpicLoot.OnItemCraftFinished (ItemCraftTask task, Item item, ItemCrafter crafter) [0x00134] in <287a2949e4bb40859ec361158558ad95>:0 at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02a52] in <287a2949e4bb40859ec361158558ad95>: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
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I'm not sure if it occurred with one of the Naval Update hotfixes, or the March update... but items with durability that are worn are deleting other worn items when reaching 0 durability. I am running a lot of other plugins, but I did troubleshoot this over the last 12 or so hours and was able to pinpoint it to this. I specifically rewrote your randomitem.condition logic below and it is working as expected now: if (randomitem.condition <= 0f) { if (!configData.popoff) { // Leave broken armor in place. Do not remove/reinsert it. return null; } NextTick(() => { if (randomitem == null || randomitem.info == null) return; if (configData.toinventory) { if (!target.inventory.containerMain.IsFull()) { if (!randomitem.MoveToContainer(target.inventory.containerMain)) { randomitem.Drop(target.transform.position, target.eyes.BodyForward() * 1.5f); } } else { randomitem.Drop(target.transform.position, target.eyes.BodyForward() * 1.5f); } } else { randomitem.Drop(target.transform.position, target.eyes.BodyForward() * 1.5f); } }); }
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Any chance you could add a config option that would disable the ability to enhance a tier type via epic scrap - similar to how you were able to restrict crafting via permission? I'd like to add an additional tier to my setup, but I only want those particular tiered items to be obtainable via loot. I've restricted the crafting, but running into an issue where you could still obtain them directly via the equipment enhancer.
- 281 comments
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- #enhanced
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- 605 comments
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- #hud
- #interface
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I just got this, because I mean this is amazing looking. Some requests I already have, based on them missing in the json: - Make it so you can configure the drones turret accuracy - Make it work with Economics plugin for purchasing from the shop - Different drone tiers for purchase, in addition to the permissions stuff?
- 108 comments
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- #drone
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- 46 comments
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- #christmas
- #npc
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- 46 comments
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- #christmas
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@Razor Love the plugin - little bit of a learning curve, but got some things figured out. Lots that can be done with this thing indeed. Just wanted to point out that the prefab you are using appears to conflict with anyone using a vehicle vendor block mechanism... I changed line 2030 to reflect assets/prefabs/npc/bandit/missionproviders/missionprovider_outpost_b.prefab and it got things working without issue, but I did want to suggest you change this so others don't run into a similar issue, if possible (or maybe add some sort of config option to choose another prefab?). Maybe it isn't a big enough issue, but thought I would mention it - maybe someone else will see this and benefit.
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- 281 comments
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Sure - So let's take 3 combat knives that each had the Skinners enhancement type, and each spanned 3 of the 4 tiers (C,B,A). The concept would allow for the three items to be combined via a method (possibly with a catalyst to enable the method, like economics cash), and would provide the player with a chance upon combination to produce an enhanced item (same item), with the same enhancement (Skinners), with a higher tier output than the lesser of the three combined. Using the example, this would provide a chance on combine to create a tier S Skinners combat knife for the cost of x economics cash and the original 3 items. Essentially this is a gambling method for enhanced items that is an alternate way for players to get an upgraded enhancement in addition to the way epic scrap works today - and could also be tied to economics or other rp systems as mentioned.
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Recently members of my community asked if I could forward a request for this plugin to enable the combining of same enhancements/item to either increase the tier (or chance at increase). Thought this would be a cool idea to maybe have x number of same enhancement items and re-roll them for an x chance at a higher tier enhancement (than the highest tier in the existing bunch being re-rolled).
- 281 comments
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Is there any way to make the new menu UI scale larger? I am getting a lot of complaints from my community about how small the text is to read now, compared to before. Additionally, we are all missing the stat summary page as it was so easy to get a comprehensive view of your loadout from there. Now we have to go page by page and it just doesn't feel as intuitive - not sure if we could get a stat/skill summary view back again. Otherwise the plugin pages perform much better now, just needs some UX love.
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Any chance you could add a config option to accept Skin ID'd items within the raiding NPCs inventory - specifically the thrown explosives? I've got a radical idea to incorporate the custom supply signals of the below mod, with the ability to be thrown by the raiding NPCs during a counter raid. For instance. It seems I could set the shortname of a supply signal in the config, but I would also need support for the SkinID to make it work right.