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Everything posted by hc4stillo
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03/06 00:25:23 | Error while compiling SkillTree: 'BaseDiggableEntity' does not contain a definition for 'SpawnItem' and no accessible extension method 'SpawnItem' accepting a first argument of type 'BaseDiggableEntity' could be found (are you missing a using directive or an assembly reference?) | Line: 18515, Pos: 44
- 1,520 comments
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- #leveling
- #progression
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03/06 00:09:50 | Failed to call hook 'OnItemPickup' on plugin 'DefendableBases v1.3.2' (KeyNotFoundException: The given key 'Tablet_KpucTaJl' was not present in the dictionary.) at System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) [0x0001e] in <8ce0bd04a7a04b4b9395538239d3fdd8>:0 at Oxide.Plugins.DefendableBases.CreateLaptop (BasePlayer player) [0x001cb] in <56350b3ef6bd41da95b0d80c9f8abdab>:0 at Oxide.Plugins.DefendableBases.OnItemPickup (Item item, BasePlayer player) [0x00054] in <56350b3ef6bd41da95b0d80c9f8abdab>:0 at Oxide.Plugins.DefendableBases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00f71] in <56350b3ef6bd41da95b0d80c9f8abdab>: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
- 111 comments
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- #barricade
- #ch47
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- 229 comments
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- #jtedal
- #mad mappers
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(and 7 more)
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Replace these lines: Line 50: var items = Facepunch.Pool.GetList<Item>(); Line 67: var items = Facepunch.Pool.GetList<Item>(); With this code var items = Facepunch.Pool.Get<List<Item>>(); Line 1276: List<string> storedList = Facepunch.Pool.GetList<string>(); Line 1982: List<string> storedList = Facepunch.Pool.GetList<string>(); With this code List<string> storedList = Facepunch.Pool.Get<List<string>>(); In this step you just need to delete them: Line 59: Facepunch.Pool.FreeList(ref items); Line 102: Facepunch.Pool.FreeList(ref items); Line 1313: Facepunch.Pool.FreeList(ref items);
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- 229 comments
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- #jtedal
- #mad mappers
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I had a dynamic on my PVE/PVP servers which consisted of increasing the difficulty of NPCs either by weeks or days. Example: BetterNPC, Convoy, etc. Week 1 = Easy NPC profile (damage 0.5, primitive weapons) Week 2 = Medium NPC profile (damage 1.0 and tier 1 weapons) Week 3 = Difficult NPC profile (damage 1.5 and tier 2 weapons) Week 4 = Expert NPC profile (damage 2.0 and tier 3 weapons) Without Lootmanager: create many profiles mixed with other configurations for each event... Create multiple profiles of huge .json files with configuration lines which are loaded via FTP. With Lootmanager: create 4 clean and unique profiles for all events lol I was able to centralize those profiles in the /NpcSpawn/Preset A masterstroke when you understand, master, and exploit the performance of this plugin to the fullest. If they discontinue it, it will be a shame, and I will have to go back to relying on my outdated and poorly optimized method.
- 78 comments
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- #loot
- #lootmanager
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Hello, Honestly, my rating at the beginning of interacting with this plugin would be 1 star, but I took the time to run tests to understand the reason for its implementation. It was very frustrating at first, as I am one of those administrators who does not like the graphical interface for manipulating settings. But after several hours of trial and error on my test server, I understood the positive impact it provides. It's true that I was able to invest time in my community and organize other things on the server... Loot management is more efficient and centralized, and very functional for new administrators. I understand that for us old-timers, we don't trust an “automated” transition because we know that errors can occur in that process, which was the case for me. After fixing that issue, everything started to run very smoothly, and the server performance was remarkable. I should clarify that I have almost all of Adem and KpucTaJl's products, and I fully understand the task I took on to adapt them all. I have a question that I will ask now that it will be discontinued... should I go back to my backup?
- 78 comments
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- 1
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- #loot
- #lootmanager
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Error while compiling TiersMode: 'ConversationData.ResponseNode' does not contain a definition for 'responseText' and no accessible extension method 'responseText' accepting a first argument of type 'ConversationData.ResponseNode' could be found (are you missing a using directive or an assembly reference?) | Line: 405, Pos: 96 despues del update naval
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- 16 comments
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- 1
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- #custom
- #custom map
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(and 4 more)
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- 34 comments
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- #battlepass
- #web
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- 34 comments
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- 1
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- #battlepass
- #web
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- 34 comments
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- #battlepass
- #web
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- 34 comments
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- #battlepass
- #web
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09/04 15:49:25 | Failed to call hook 'OnServerInitialized' on plugin 'TalkingNpc v1.4.6' (ArgumentNullException: Value cannot be null. Parameter name: source) at System.Globalization.CompareInfo.IndexOf (System.String source, System.String value, System.Globalization.CompareOptions options) [0x00003] in <f98723dd4586469db5213ec59da723ca>:0 at UnityEngine.StringEx.Contains (System.String haystack, System.String needle, System.Globalization.CompareOptions options) [0x0000a] in <a4cad030731741a9afce2404ea192428>:0 at Oxide.Plugins.TalkingNpc+<>c__DisplayClass68_0.<OnServerInitialized>b__0 (MonumentInfo m) [0x00025] in <4a64c536fc81422aa85f2d8f4927101f>:0 at System.Linq.Enumerable+WhereListIterator`1[TSource].MoveNext () [0x00037] in <8b0c76c7efa244bc95eeee75bf1314cd>:0 at Oxide.Plugins.TalkingNpc.OnServerInitialized () [0x00172] in <4a64c536fc81422aa85f2d8f4927101f>:0 at Oxide.Plugins.TalkingNpc.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x013a6] in <4a64c536fc81422aa85f2d8f4927101f>: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 <112d89ea5d3348c8b949af0ab1a866d2>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <112d89ea5d3348c8b949af0ab1a866d2>:0 After performing different tests, the error is due to the name of the monument that is not recognized as it was in this example: "Monument": "assets/bundled/prefabs/autospawn/monument/small/sphere_tank.prefab", By deleting the monument name the plugin works fine again, but I have a big problem, I don't have time to manually reassign the NPC position in more than 20 monuments. Consulting with ChatGPT the recommendations were these: 1- using System.Globalization; 2- private static bool ContainsCI(string haystack, string needle) { if (string.IsNullOrEmpty(haystack) || string.IsNullOrEmpty(needle)) return false; return CultureInfo.InvariantCulture.CompareInfo.IndexOf( haystack, needle, CompareOptions.IgnoreCase) >= 0; } 3- A private static string GetMonumentName(MonumentInfo monument) { if (monument == null || monument.gameObject == null) return string.Empty; var monumentName = monument.gameObject.name; // Solo verifica el marcador si realmente hay nombre if (!string.IsNullOrEmpty(monumentName) && monumentName.Contains("monument_marker.prefab")) monumentName = monument.gameObject.transform?.parent?.gameObject?.transform?.root?.name; // Siempre regresa string no nulo return monumentName ?? string.Empty; } 3- B GetMonumentName(m).Contains(talkerSpawn.Value.Monument, CompareOptions.IgnoreCase) 3- C foreach (var monument in TerrainMeta.Path.Monuments.Where(m => { if (m == null) return false; var name = GetMonumentName(m); // puede ser "" var target = talkerSpawn.Value?.Monument; // puede ser null o "" return ContainsCI(name, target); })) { if (SpawnTalkingNpc(talkerSpawn.Value, talkerSpawn.Key, monument) != null) SaveTalkerSpawns(); } Here everything worked again, automatically recognizing monuments and NPC positions no matter which map you generate.
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- 183 comments
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- #customizablequests
- #dezlife
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- 183 comments
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- #customizablequests
- #dezlife
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(and 5 more)
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- 183 comments
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- 1
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- #customizablequests
- #dezlife
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