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Everything posted by Somescrub
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Looks like that may have done it. I will keep an eye on it, but thank you for pointing that out
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"Button information": { "Enable use of the HUD button? Players can still disable it client side via the player settings": true, "Path of the icon button. You can use a SkinID, URL or assets/icons path": "https://i.imgur.com/R5tXKaK.png", "Offset Min": "-51.4, 120.7", "Offset Max": "-15.4, 156.7" },
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I think I figured out my disappearing item issue - I don't believe it is EpicLoot doing it. One thing these errors do seem to be pointing to is that UI button. I and others have been having that issue for some time now, and the lang file reloads aren't fixing it. I have deleted and reloaded lang files probably a half dozen times so far over the last several months and it never sticks as a solution. I think there needs to be a more robust safety check on that method to ensure it sticks after these events happen. Not sure on your appetite to do that, but if you don't see it as a priority I would ask permission to seek a solution for my own purposes because my players continuously complain about that button disappearing and I don't currently have a workaround that works out for the long term.
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@imthenewguy- More console errors I have been tracking. These happen after every player death and respawn, and I am trying to figure out if they correlate to issues players (and myself) have experienced where random enhanced items being worn are being wiped on death. Most of the time it has been a helmet or jacket that was enhanced as Operators, they die, then the item just reverts to vanilla on respawn. I havn't been able to point to anything else, because these are the only console errors I am seeing. I've been running with custom item manager/definitions, item perks, and legendaryitemperks for some time now - so I don't think its a conflict with those... but I would like your thoughts if this could be causing that other issue. Failed to call hook 'OnPlayerRespawned' 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 <e38f615b0dde47469721d6054821cf7a>:0 at Oxide.Plugins.EpicLoot.SendInspectMenuButton (BasePlayer player) [0x00051] in <e38f615b0dde47469721d6054821cf7a>:0 at Oxide.Plugins.EpicLoot.OnPlayerRespawned (BasePlayer player) [0x00040] in <e38f615b0dde47469721d6054821cf7a>:0 at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02cc9] in <e38f615b0dde47469721d6054821cf7a>: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 Cerebus[76561199532418086] has spawned Cerebus[76561199532418086] has spawned Failed to call hook 'OnPlayerSleepEnded' 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 <e38f615b0dde47469721d6054821cf7a>:0 at Oxide.Plugins.EpicLoot.SendInspectMenuButton (BasePlayer player) [0x00051] in <e38f615b0dde47469721d6054821cf7a>:0 at Oxide.Plugins.EpicLoot.OnPlayerSleepEnded (BasePlayer player) [0x0005b] in <e38f615b0dde47469721d6054821cf7a>:0 at Oxide.Plugins.EpicLoot.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x02d1f] in <e38f615b0dde47469721d6054821cf7a>: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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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.
- 283 comments
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- #enhanced
- #custom loot
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- 605 comments
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- 1
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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
- #iqguardiandrone
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- 46 comments
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- #christmas
- #npc
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- 46 comments
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- #christmas
- #npc
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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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- 283 comments
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- #enhanced
- #custom loot
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(and 7 more)
Tagged with: