Jump to content

SlayersRust

Creator
  • Posts

    2,289
  • Joined

  • Last visited

  • Days Won

    30

Support Replies posted by SlayersRust

  1. 4 minutes ago, romzar said:

    1. No, the two intervals are unrelated. TitleSelector's refresh only re-reads UltimateLeaderboard.json to see your title definitions (new titles, renames, priority). Who currently owns a title is checked live every time a chat line is built, so it follows UltimateLeaderboard's own cache cycle. 600 is fine, and 0 turns the re-read off entirely.

    2. Your custom colors work. In 2.5.4 the plugin reads the color out of the title itself, so <color=#ce422b>[APEX PREDATØR]</color> shows in your color. There's a new option for it, on by default:

      "Keep the color defined in UltimateLeaderboard when the title has its own <color> tag": true

    Set it false if you'd rather have one color for all leaderboard titles.

    The color is also no longer part of the internal title key, so changing a color in UltimateLeaderboard won't wipe what players had selected anymore. Renaming the text still will. Old selections, presets and categories are converted on load, you don't have to do anything.

    3. With "Working with BetterChat": true, UltimateLeaderboard dumps every title a player owns into chat at once, in its own order. That's UltimateLeaderboard doing it, not the
    plugin.

    Suppress true: TitleSelector removes that and prints only what the player picked, together with their VIP titles, using its own order and its titleselector.max.* limits.
    Suppress false: you get both, so the same titles show up twice.

    For what you're doing, leave it true. Max Titles 17 on the UltimateLeaderboard side is correct: that's how many a player can own, and TitleSelector decides how many are shown.

    4. Yes. Ownership is rechecked when the chat line is built and when the menu opens. A title they no longer hold isn't printed and gets dropped from their selection and presets. If UltimateLeaderboard happens to return nothing at all, selections are left alone instead of being wiped.

    5. Fixed. That line was printed on every refresh (600s by default, which is why it looked like it was tied to server save). Now it only prints when the title list actually changes, so basically once at boot.

    6. That was a bug. When you deselected your last title the plugin figured you had no custom selection and let BetterChat render normally, which puts the UltimateLeaderboard title first. Now deselecting is remembered, so removing the last one leaves you with nothing. Hide All / Show All and the reset button still put you back to default.

    If you meant deleting the title from the UltimateLeaderboard config instead: it goes away on the next refresh and anyone who had it selected loses it automatically.

    If something still looks off after updating, run titleselector.uldiag (F1 as admin, or titleselector.uldiag <steamid> from console). It prints the whole chain, now including each title's color and the player's current selection.
     

    Thank you so much for the incredibly detailed help it means alot, my players are really enjoying your plugin. Thank you I will update to the latest version.

  2. Is it Normal to see this in console tons spamming?

    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    fuel_storage[14676726] changed its network group to null
    rhib_storage_drybox[14676728] changed its network group to null
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    Scientist[1056] was killed by Looking for Water[76561198982876289] at (250.39, 11.61, 768.02)
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large
    [Heavy Rig] HackNextCrate Called on Large

  3. 2 minutes ago, Wrecks said:

    I'll check the loot table thing and then put a tweak to skip over sleepers building authed.

    Okay thanks so much! Would suck for the aura to kill sleeping players or alive players in their bases chillen even though they are not even Hostile to the boss. I think the Boss animal could be used to grief PVE players if allowed for the aura to damage non-hostile players to the Boss.

  4. I also just killed a Boss Bear and for some reason it had the default health from ZombieAnimals and I have no idea why. It did not spawn with the 25,000HP I have it set to in my config, I attached my current config. is the ZombieAnimals plugin somehow taking over the health of your BeastMaster Boss Animals? I NEVER want this to happen. All I want is my server to 100% of the time of 2 Maintained 20,000 HP Boss Animals from Beast Master. I have them give out way too much loot to be set to the default health amount of ZombieAnimals. Is there a way to fix this?

    I think the issue might be with this config option?   "Infection": {
        "Chance for a naturally spawned animal to already be infected, 0 to 100": 100.0,

    BeastMaster.json

    ZombieAnimals.json

  5. Getting these errors in console

    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).
    Turret assets/prefabs/npc/autoturret/autoturret_deployed.prefab next shot scheduled in 0.11997s will be skipped due to it being less than attached assets/prefabs/weapons/ak47u/ak47u.entity.prefab attack cooldown (0.1328125s).

  6. 4 minutes ago, Wrecks said:

    You might be too close to it and not getting the network snapshot until something changes. 

     

    Setting them at different ones is best, but i have a randomizer in here the odds of them spawning right next together would be low 

     

    Another pretty big issue I noticed, I have the animals set as passive so they are only Hostile once a player attacks them which is perfect for my friendly pve servers. But the animals electrical aura damages everyone around it even if a player has not yet attacked the animal. Could the animals aura essentially kill players sleeping in their base with the electrical aura or sleepers? As cool as the Aura is I may have to remove it as I'd prefer it to only damage those who are hostile towards the animals. I dont want the electrical aur a damage to damage Non-Hostile players, Sleepers or players in their base etc.

    I also have my Loot set to Drop Minimum 5-6 items. But I'm often seeing only 3,4, and 2 items drop sometimes.

         "Min Amount of Items To Drop": 5,
          "Max Amount of Items To Drop": 6,
          "Loot Drop": [
            {
              "Shortname": "metal.refined",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 200,
              "Amount Max": 500,
              "Chance to Drop": 30.0
            },
            {
              "Shortname": "scrap",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 440,
              "Amount Max": 600,
              "Chance to Drop": 30.0
            },
            {
              "Shortname": "explosive.timed",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 4,
              "Amount Max": 8,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "ammo.rocket.basic",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 4,
              "Amount Max": 8,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "techparts",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 10,
              "Amount Max": 20,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "metalpipe",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 10,
              "Amount Max": 20,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "rocket.launcher",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 1,
              "Amount Max": 1,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "ammo.rocket.hv",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 4,
              "Amount Max": 8,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "autoturret",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 1,
              "Amount Max": 1,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "rifle.ak",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 1,
              "Amount Max": 1,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "rifle.lr300",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 1,
              "Amount Max": 1,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "rifle.l96",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 1,
              "Amount Max": 1,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "targeting.computer",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 1,
              "Amount Max": 1,
              "Chance to Drop": 40.0
            },
            {
              "Shortname": "cctv.camera",
              "Skin": 0,
              "Custom Name": "",
              "Amount Min": 1,
              "Amount Max": 1,
              "Chance to Drop": 40.0

    Screenshot 2026-08-10 135131.png

  7. 12 minutes ago, Wrecks said:

    are you spawning them via command right in front of you or are they spawning via auto spawn

    During testing I'm spawning them with /spawnmaintained

    image.png.760d5dc69fe9d703e2ec2a45c4f9e554.pngAlso is there a way to have them not spawn so close to each other if I have 2 bosses set to spawn maintained? I have 2 monuments set. Maybe the best way to fix this is only to allow the bear to spawn at launch site then only allow the boar to spawn at water treatment?

  8. Thanks for the info. I'm having another issue. The Animals are spawning small as shown in the image and not until I shoot them with my Ak47 they grow to the larger size for some reason. Is this normal? I included before and after images.

    I'm also testing what size of animal works good for the hitbox. I think maybe 2.0 to 4.0 in size works a bit better and slowing down the animal speed so they aren't always on top of a players head making it harder to look up and hit the hit box correctly

    Screenshot 2026-08-10 132118.png

    Screenshot 2026-08-10 132110.png

  9. 6 minutes ago, Wrecks said:

    The health bar is some plugin by Orange on the server I was building it on.

     

    Those sizes seem pretty extreme, scaling up to certain sizes come with other issues that will be out of my control 

    Okay I will try to find a health bar plugin to use then, I thought it came with the plugin since it was in the demo video sorry.

    Also one more issue no matter what I set my Animal Marker color too it keeps showing up white, and not changing to any color ive tried. Here I want to make the map marker black but it just keeps showing up white. I've also tried red colors, gold, orange and they all show up white for some reason. Alpha of other map marker colors work fine on my server as you can see

    "Marker Settings": {
        "Animal Marker Radius": 0.3,
        "Animal Marker Color": "#000000",
        "Animal Marker Outline": "#000000",
        "Animal Marker Alpha": 0.5

    Screenshot 2026-08-10 131144.png

    Screenshot 2026-08-10 131243.png

  10. The Boss Animals have no Healthbar like in the YouTube Video. The hit box also at 5 or 10 size for Boar and Bear is impossible to hit as soon as the animal run on top of the players. How can I fix this? It's the tiniest hit box to do damage and you can only hit it when you are a far distance from the animals but as soon as the Boss animals get close you can no longer hit the hitbox.

    i have also attached my config

    BeastMaster.json

  11. 5 hours ago, romzar said:

    Released, test it and tell me if works properly, dont forget to read docs.

    Hello I read the documents but I'm still a bit confused, maybe you can help clear some things up for me.

    1. For the "Refresh interval (seconds)": 600.0 should this match my UltimateLeaderboard   "Leaderboard Cache Interval (seconds)": 600, which I also have set to 600?
    2. For the title color I made special custom colors in the ultimate leaderboard config how can I make this work together? My config from UltimateLeaderboard for title colors adds it like this in the UltimateLeaderboard Configuration "Title": "<color=#ce422b>[APEX PREDATØR]</color>",
    3. I do not understand this at all can you explain in better detail?     "Suppress UltimateLeaderboard third-party title in chat (recommended: keeps only the titles the player selected)": true, I would like players to be able to select from any of their server vip titles and also be able to select from any of their ultimateleaderboard titles together. I allow players to have 100s of titles if they want and pick and choose from any of them. What does true or false do exactly
      "Custom Titles": {
        "Enabled": true,
        "Working with BetterChat?": true,
        "Working with IQChat?": false,
        "Max Titles": 17,
        "Titles": [
          {
            "Title": "<color=#ce422b>[APEX PREDATØR]</color>",
            "Type": "Kill",
            "Prefab": "crocodile|chicken|panther|bear|wolf2|stag|tiger|polarbear|boar|simpleshark",
            "Limit": 1,
            "Priority": 9

      "UltimateLeaderboard integration": {
        "Enable UltimateLeaderboard titles (requires 'Custom Titles' enabled in UltimateLeaderboard)": true,
        "Title color (hex)": "#ce422b",
        "Title size": 14,
        "Title prefix": "",
        "Title suffix": "",
        "Base priority (lower = higher in list; each title adds its own UltimateLeaderboard priority)": 600,
        "Suppress UltimateLeaderboard third-party title in chat (recommended: keeps only the titles the player selected)": true,
        "Refresh interval (seconds)": 600.0

    Thank you kindly for your time

  12. 14 minutes ago, Mevent said:

    Hey! Titles arent picked by players, they get handed out automatically by leaderboard position. You add them yourself in the config under "Custom Titles" in the "Titles" list, where "Prefab" is the stat and "Limit" is how many top players get that title. So Limit 1 means only the number 1 player on that stat wears it. Reload the plugin after editing and itll apply on the next cache refresh.

    I meant to say is their a way for players to hide their titles ❤️

  13. 5 minutes ago, imthenewguy said:

    Yeah I think its something to do with the skin all feature from Skinbox.

    I have updated the logic from my end for the next release - we will see if that fixes it.

     

    Okay thanks for getting back to me! Appreciate the support. Hopefully that will fix it. I use the paid Skinbox plugin from chaos code same as most servers to confirm. The player also let me know they have used the skin all feature of skinbox so that could have been the issue

  14. Weird bug where a players items are being named the same thing. Somehow a players items are all being named "Barbarians Rifle M39" including things like C4, pure max health tea, bear meat etc,

    Even non EpicLoot items are being named Epic loot Items but they have no enhancements. The item name is just changing then preventing it from being stacked with other items. I use StackModifier Plugin and EpicLoot both on the latest updates. I have included both my stackmodifier paid version and epicloot configs if it helps with testing. For now many of players items are being enhanced with "Barbarians M39 Rifle" somehow but have no enhancements thus breaking the stacking mechanisms with these items because the items like C4 etc are now bring created with a different name.

    Here is also a video of the issue happening.
    https://medal.tv/games/rust/clips/nftPij0Y9K8d68Bbx?invite=cr-MSxNaVAsMTQwMzI4Mjg

    Screenshot 2026-08-04 072747.png

    Screenshot 2026-08-04 072005.png

    Screenshot 2026-08-04 072022.png

    Screenshot 2026-08-04 072031.png

    Screenshot 2026-08-04 072046.png

    Screenshot 2026-08-04 073821.png

    Screenshot 2026-08-04 073805.png

    EpicLoot.json EpicLoot.json StackModifier.json

  15. 2 minutes ago, RTimer said:

    Did this start happening after updating to version 1.0.7, or has it always been like this? Is this the first time you've encountered it? Also, have you tried restarting the event to see if the map marker appears?

    I just tried started the event again and I can now see the map marker correct again. This is the first time I've encountered it. Fresh config and fresh plugin. I didn't update, this is my first time running the newest version today. Before today I only did minimal testing as I was waiting for your loot updates for my live servers,

    Screenshot 2026-08-03 234618.png

    • Love 1
  16. 1 hour ago, Zero Absoluto said:

    If you look at my picture, the options to change from scientist to zombie don't appear, unless in the almost 3 months I've been away, this option no longer works and the zombies are placed differently; this is what the error must be, since in principle there should be many zombies in this area and there isn't a single one.

    AdobeExpressPhotos_4ac036d4600044efaaf838ae8730590f_CopyEdited.png.df3306c9b1d6cdfdb8e3e69eb909b8f3.png

    Ah makes sense! Sorry for all the issues lately, facepunch has been quite annoying forsure. I wonder if removing all the npc spawners from the rustedit map file will stop the spam?

  17. 33 minutes ago, Zero Absoluto said:

    Does this happen with the latest version or the previous one?
    Since the latest version includes the "new apartment" feature, it's possible that's the issue. I don't know, because when I tested it, nothing happened for me. Anyway, I'll try to test it and see if I can fix it, since it's quite difficult for me to upload updates. The internet in this area is very bad, or it just keeps cutting out, so as soon as I have something, I'll upload it if I can.

    I'm using the latest Map V3

    What's New in Version V 3  

    I'm also not sure exactly the issue but I'm assuming maybe if any NPC spawners were added in rustedit and the navmesh changes with rust maybe causes it

  18. Getting tons of console spam with this Map, I even tested with no plugins loaded and it still happens. Thanks for any help, might be from any NPCs placed on no navmesh in the map editor

    Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
    Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
    Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
    Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
    Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0
    Agent still not on navmesh after a warp. No navmesh areas matching agent type? Agent type: 0

  19. 9 minutes ago, Shemov said:

    What I mean is that this error didn't exist before, and everything was working fine. But overall, if they now get disabled on the server side, that's actually even better no extra light sources

    Yeah maybe something changed with Train Signal Lights because they are used all over I noticed. Its not a big deal just curious if it could cause problems. I guess if lights are disabled it will just equal better performance but less lighting hah which is all good 🙂

  20. 1 hour ago, Shemov said:

    Hi! Thank you. Just add the ocean topology to these spots. If it's there, that means there's building topology there, which needs to be removed

    Also both floating monuments need fixing. One you cannot build on it, it needs a solid floor. And one other floating cave has a missing floor. Thanks for all your work its a favorite map of my players over the years because of the cool symmetry of the launch site being perfect center

  21. 22 minutes ago, Cannabis said:

    Gotcha gotcha, unfortunately I don't own the plugin so I can't test it on my end but I'll see if I can push an update sometime soon.

    Sort of debating coming back to rust, and if I ultimately do this will be the first thing I do.

    It’s not a super important issue but certainly probably an annoyance of players who use both plugins together. But it’s all good mate hope you are well and thanks for replying anyways ♥️

  22. blockDefinition is null for foundation.triangle Twigs 0
    NullReferenceException: Object reference not set to an instance of an object
    blockDefinition is null for floor.triangle Twigs 0
    NullReferenceException: Object reference not set to an instance of an object
    blockDefinition is null for floor.triangle Twigs 0

  23. 1. Ferry Terminal the water is extremely messed up, you can build under the ocean and also it’s visually clear there is a hole in the ocean.

    2. Bunker W24 has a big hole at the end where you can see under the map.

    3. L27 hole the ground 

    4. P23 has a gap in the floor

    5. L27 terrain open a bit inside and very tiny space

    6. Is it possible to add the new Apartments Monument? It’s a very popular new monument for players 🙏✨
    7. X10 Build zone missing stones and has open glass corners

    Thank you so much for your time!! I was hoping to use this map tomorrow for wipe @Shemov
    @Answer if possible to fix 🙏♥️♥️♥️

    https://ibb.co/7dzqCW3y
    https://ibb.co/TxLjgXHJ
    https://ibb.co/67QR4cjH
    https://ibb.co/cKJdnj8s
    https://ibb.co/zWkqS0F0

  24. 35 minutes ago, Razor said:

    humm ill relook into this i was unable reproduce it on a few maps i tested are you using a custom or proc gen map?

     

    I’m using a custom map Oregon Land of the Dead by Gruber. We always run custom maps across all our servers. I don’t think the cliffs they use are much different then proc gen 

  25. Plugin is causing massive console spam in the GB from NpcSpawn and Ferry terminal event cause. I have attached my FerryTerminalEvent config if that helps 🙂

    The spam is coming from broken NpcSpawn scientists repeatedly running their AI brain.

    Your log contains almost 20,000 repetitions of:

    System.NullReferenceException at Oxide.Plugins.NpcSpawn+CustomScientistBrain.Think

    The first failure happens while Ferry Terminal Event is spawning its “Guardian NPC”:

    Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' at NpcSpawn.CustomScientistNpc.WeaponSelector.GetTypeWeaponItem(Item item) [Ferry Terminal Event] Error while spawning NPC Guardian NPC

    That means NpcSpawn is receiving a null or invalid weapon item. The NPC then becomes only partially initialized, but its CustomScientistBrain.Think() continues running and throws an exception every AI tick.

  26. After i just updated to the recent version of NPC my servers are getting absolutely blasted by insanely laggy console spam. I was updating from 3.3.7 forced wipe update.

    Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 
      at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 
      at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 
    [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC
    Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 
      at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 
      at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 
    [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC
    Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 
      at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 
      at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 
    [Ferry Terminal Event] [ERROR] 12:24:00 [FerryTerminalEvent] [ERROR] Error while spawning NPC Guardian NPC
    Failed to call hook 'SpawnNpc' on plugin 'NpcSpawn v3.3.7' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector.GetTypeWeaponItem (Item item) [0x00000] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc+WeaponSelector..ctor (Oxide.Plugins.NpcSpawn+CustomScientistNpc npc) [0x00046] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn+CustomScientistNpc.ServerInit () [0x001c0] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at BaseNetworkable.Spawn () [0x0004f] in <04a81e948796475cb46b54f47aa78d58>:0 
      at BaseEntity.Spawn () [0x00000] in <04a81e948796475cb46b54f47aa78d58>:0 
      at Oxide.Plugins.NpcSpawn.CreateCustomNpc (UnityEngine.Vector3 position, Oxide.Plugins.NpcSpawn+NpcConfig config) [0x00076] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.SpawnNpc (UnityEngine.Vector3 position, Newtonsoft.Json.Linq.JObject configJson) [0x00007] in <dab2d89781144ed49ef97865ea3f72ce>:0 
      at Oxide.Plugins.NpcSpawn.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01b7b] in <dab2d89781144ed49ef97865ea3f72ce>: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 
     

  27.     "[Building] Require TC auth to open /ts UI": true,

    Can we have it so only Clan Members or base owner can toggle off turrets? If a player raids to TC they can simple toggle off all base turrets making the raid super easy, I think only the Base Owner/Clan Members should be allowed to use the /ts options once they have TC access, Thanks for any help with this ❤️

  28. Failed to run a 0.01 timer in 'F15CrashEvent v1.1.0' (NullReferenceException: Object reference not set to an instance of an object)
      at BasePlayer.RequestParachuteDeploy () [0x00017] in <2fdac1f19e0a4e3fb6d15abcab9cbda0>:0 
      at Oxide.Plugins.F15CrashEvent+<>c__DisplayClass79_0.<SpawnNPC>b__0 () [0x00000] in <c60bebaccec8471eac234c238519ce4f>:0 
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 
    Failed to run a 0.01 timer in 'F15CrashEvent v1.1.0' (NullReferenceException: Object reference not set to an instance of an object)

  29. Has anyone this wipe experienced base entities crumbling? Like walls etc? A player was online and experienced the top floor of their base crumble for no reason while they were on it with their turrets etc

    I am having my main staff try to recreate this issue, but thought I'd open a ticket in case something may have changed this wipe

  30. On 6/20/2026 at 6:36 PM, Razor said:

    i will look into this.

    Very cool plugin for players but sadly have to remove for now until we can get the NPCs to stop spawning inside of the cliffs and terrain after the crash happens. I get daily support tickets from it and it makes the npcs unkillable and shoot through the terrain as players cannot see them.

    Screenshot 2026-07-03 115606.png

  31. I have no idea what this is from, but I noticed it in the console

    Exception while calling NextTick callback (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.BetterSentryTurrets+<>c__DisplayClass52_1.<OnEntityBuilt>b__1 () [0x0009a] in <7b70860b11e84d808431adf108cfb193>:0 
      at Oxide.Core.OxideMod.OnFrame (System.Single delta) [0x00051] in <15f61ddda771464d8246ebdce8ff4811>:0 
    82.65.252.193:57769/76561198193599822/RedFlow disconnecting: closing

  32. Every time I add harbor event to my servers I end up getting this missing parent entity issue with the cargo ship containers. Then I have to run a plugin to remove them. 
     

    could you please fix this issue? Otherwise I’ll have to remove the harbor event again so this doesn’t keep happening. 
     

    please see screenshot 

    IMG_7124.jpeg

  33. 3 minutes ago, Iftebinjan said:

    It only happens if the Enable PVE Mode TruePVE or SimplePVE (Requires ZoneManager) was set to true if it flase then it doenst create a zone from ZoneManager

    Next problem will be fixed on this update today. 

    Ah I see now! looks like I have to also delete the zone manager data file after I set this to false. Even though I set it to false the zone manager data file remained. Now that its set to false and zone manager data file was cleared it does not seem to appear any more so thats good

  34. The event landed at the harbor and the scientists landed under the ocean and can kill people from underwater but players are unable to see or shoot them. Maybe a check so scientists cannot go underwater or have a way they can swim to shore or something. I think ZombieHorde plugin uses something like this so zombies can never end up under the ocean.

    Its not a huge deal but pretty painful to players if this happens to them ❤️ Thanks for any help. Wont let me attach my image ill try to dm it

  35. Hello any idea how I can fix this console spam?

    Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: NpcSpawn - False (Boolean), RoadBunkers (True (Boolean))

  36. NullReferenceException: Object reference not set to an instance of an object
    Failed to run a 0.40 timer in 'HarborEvent v2.4.3' (NullReferenceException: Object reference not set to an instance of an object)
      at Oxide.Plugins.HarborEvent+ControllerHarborEvent.EnablePveMode (Oxide.Plugins.HarborEvent+PveModeConfig config, BasePlayer player) [0x002d8] in <8d825f18170b4021a73233ef70394202>:0 
      at Oxide.Plugins.HarborEvent+<>c__DisplayClass89_0.<Start>b__1 () [0x0001b] in <8d825f18170b4021a73233ef70394202>:0 
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00018] in <15f61ddda771464d8246ebdce8ff4811>:0 

  37. Another major issue with the plugin. I am currently located on the map at a completely unrelated event and it keeps saying I cannot loot the "PatrolHelicopterCrash Event" because I am not the owner of the Arc Launch Site Event. I am not even anywhere near the launch site event, but because it for some reason thinks im at the arc launch site event I cannot loot this other event on the other site of the map even though I am currently the owner of this patrol helicopter event by Razer. Thank you for your time and hope for a fix soon I'll have to unload this plugin for now because it prevents players from looting any other events found on our server.

    The launchsite is on the other side of the map as me

    Screenshot 2026-06-18 134103.png

    Screenshot 2026-06-18 133939.png

  38. 10 minutes ago, Razor said:

    It auto adds it when they spawn but if you added a kit the cloth they put on may take away the parashoot i see your using jumpsuit.suit.blue so this should not be the case i will look into maybe whats going on.

    Yes I do not have a parachute currently in my config

  39. I just purchased this plugin and I’m having some issues with the NPCs floating up in the sky as seen in my included screenshots. Players also can’t kill the floating scientists because I like to have a limit on the distance they can be damaged from to not make the event too easy. Could you please provide a fix for the floating scientist issue thank you kindly 🙏♥️

    4CC3F73F-CAA1-43EF-8CE8-C009F5D7EE00.png

    CEC4BCC1-8C51-48C5-BAAE-994D05B00DBF.png

    1C3BCC15-3FA5-4A5D-93AF-29442A27CA28.png

  40. On 3/9/2026 at 5:21 PM, Chill Roleplay said:

    When players on my server use the fins they rubber band near the tugboat

    image.png

    Are you still having this issue? Wanna know if all bugs have been fixed before re adding this event

About Us

Codefling is the largest marketplace for plugins, maps, tools, and more, making it easy for customers to discover new content and for creators to monetize their work.

Downloads
2.9m
Total downloads
Customers
11.9k
Customers served
Files Sold
168.9k
Total sales
Payments
3.7m
Processed total
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue.