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Kobani

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Everything posted by Kobani

  1. Thanks, that was the problem. It works now.
  2. Kobani

    Failed to call hook.

    This happens on server start, not on plugin reload. Failed to call hook 'OnLootManagerInitialized' on plugin 'Sputnik v1.5.1' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Sputnik+LootManagerBridge.RegisterPresets () [0x00000] in <aa4c2a2fa88044e6bfeeab3279a5df2e>:0 at Oxide.Plugins.Sputnik.OnLootManagerInitialized () [0x00000] in <aa4c2a2fa88044e6bfeeab3279a5df2e>:0 at Oxide.Plugins.Sputnik.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00749] in <aa4c2a2fa88044e6bfeeab3279a5df2e>: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
  3. "Prevent the appearance of palm trees? [true/false]": true When this option is set to true, palm trees should not appear in the world at all. However, instead of being fully removed, some palm trees remain partially present and display visual issues, such as incorrect or altered textures. When the setting is changed back to false, not all palm trees are restored correctly. Some of them remain visually broken and are not properly corrected.
  4. Kobani

    Gingerbread not Work

    Gingerbread can currently only be enabled if all skins are enabled, which I don’t want to do because of the new rules. Could you please change this so Gingerbread can be enabled independently?
  5. There seems to be a misunderstanding: the map works fine on my end. I just wanted to point out the error that appears in the console on server start with your map. It’s possible that something might be wrong with the map that only becomes apparent during gameplay. Nonetheless, thank you for the quick response.
  6. I have sent you a PM
  7. The error occurs with this map when starting the server NullReferenceException: Object reference not set to an instance of an object at BaseAIBrain.InitializeAI () [0x00007] in <be4adbdf5e0f4c4e9c1c34c20f6b5421>:0 at AnimalBrain.InitializeAI () [0x00000] in <be4adbdf5e0f4c4e9c1c34c20f6b5421>:0 at BaseAIBrain.Start () [0x00006] in <be4adbdf5e0f4c4e9c1c34c20f6b5421>:0
  8. Kobani

    Dantes Peak

    Is there a way to view the map live?
  9. Kobani

    Shop UI

    yes "cmd/...": 604800
  10. yes!
  11. Every time I reload the Shop plugin, the chat shows the message displayed in the screenshot when I enter the chat command. I then have to reload the WelcomePanel as well so that the shop can be opened again through the chat command. Could you please fix this?
  12. Yes, it happens on every server restart. When I reload ArmoredTrain manually, the message doesn’t appear anymore. However, there’s another issue with ArmoredTrain during server restarts, and I’ve already opened a ticket for that in the ArmoredTrain. I hope I’m not becoming a bother. Sorry for the bugs I keep discovering.
  13. 12/04 08:02:22 | Failed to call hook 'GetMissingLootTables' on plugin 'LootManager v1.0.5' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.LootManager.LoadAllLootTables () [0x00000] in <77aa0f9772414545a374bb0eaf6af137>:0 at Oxide.Plugins.LootManager.GetMissingLootTables (System.Collections.Generic.HashSet`1[T] lootTableNames) [0x0001d] in <77aa0f9772414545a374bb0eaf6af137>:0 at Oxide.Plugins.LootManager.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00083] in <77aa0f9772414545a374bb0eaf6af137>: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 12/04 08:02:22 | Failed to call hook 'OnServerInitialized' on plugin 'ArmoredTrain v1.8.7' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.ArmoredTrain+LootManagerBridge.CheckLootManagerTables () [0x00126] in <77aa0f9772414545a374bb0eaf6af137>:0 at Oxide.Plugins.ArmoredTrain.OnServerInitialized () [0x00021] in <77aa0f9772414545a374bb0eaf6af137>:0 at Oxide.Plugins.ArmoredTrain.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x003e4] in <77aa0f9772414545a374bb0eaf6af137>: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
  14. Sorry, it’s me again. After a server restart, the train loses its Xmas presets. To ensure the presets load correctly, I have to manually reload the ArmoredTrain plugin once after every server restart. Can you fix this issue?
  15. I just tested it several times with a player — that was exactly the issue. All the other messages are working as they should. I’m really glad it’s finally fixed. Stuff like this just doesn’t let me rest when players keep mentioning it. I spent a long time tracking down the cause. Wishing you all a great Advent season!
  16. @Adem I think I may have found the issue. Since it doesn’t occur in Convoy, I compared the PveModeManager class in Armored Train with the one in Convoy. I noticed that in Armored Train, the IsPveModeBlockAction method uses CanActionEvent, while in Convoy a similar method uses CanActionEventNoMessage. Would it make sense to use CanActionEventNoMessage in Armored Train as well? I wanted to ask first to make sure I don’t do anything wrong. You’re the expert here.
  17. Here are the PveMode settings. I think this will help you see what the issue is and understand where it’s coming from. I hope I’m not bothering you. "PVE Mode Setting": { "Use the PVE mode of the plugin? [true/false]": true, "Allow administrators to loot crates and cause damage? [true/false]": false, "The owner of the event will be the one who stopped the event? [true/false]": false, "If a player has a cooldown and the event has NO OWNERS, then he will not be able to interact with the event? [true/false]": false, "If a player has a cooldown, and the event HAS AN OWNER, then he will not be able to interact with the event, even if he is on a team with the owner? [true/false]": false, "Allow only the owner or his teammates to loot crates? [true/false]": true, "Show the displayName of the event owner on a marker on the map? [true/false]": true, "The amount of damage that the player has to do to become the Event Owner": 100.0, "Damage coefficients for calculate to become the Event Owner.": { "Npc": 1.0, "Bradley": 2.0, "Helicopter": 2.0, "Turret": 2.0 }, "Can the non-owner of the event loot the crates? [true/false]": false, "Can the non-owner of the event hack locked crates? [true/false]": false, "Can the non-owner of the event loot NPC corpses? [true/false]": false, "Can an Npc attack a non-owner of the event? [true/false]": false, "Can Bradley attack a non-owner of the event? [true/false]": false, "Can Helicopter attack a non-owner of the event? [true/false]": false, "Can Turret attack a non-owner of the event? [true/false]": false, "Can the non-owner of the event deal damage to the NPC? [true/false]": false, "Can the non-owner of the event do damage to Helicopter? [true/false]": false, "Can the non-owner of the event do damage to Bradley? [true/false]": false, "Can the non-owner of the event do damage to Turret? [true/false]": false, "Allow the non-owner of the event to enter the event zone? [true/false]": true, "Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": true, "The time that the Event Owner may not be inside the event zone [sec.]": 300, "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 60, "Prevent the actions of the RestoreUponDeath plugin in the event zone? [true/false]": true, "The time that the player can`t become the Event Owner, after the end of the event and the player was its owner [sec.]": 14.4, "Darkening the dome (0 - disables the dome)": 0 },
  18. @Adem Could you please prioritize this bug? It currently only occurs with the Armored Train and is really disruptive at the moment. I would be very grateful for your help. Just an idea: if you don’t have a second person available for testing, you could send me a private message with your changes, and I can test them with my players.
  19. @Adem This also happens in the previous version. It only happens with the Armored Train, not with the Convoy plugin. Both plugins use the same PveMode settings. Here’s a video. The player shown in the video is not the owner of the event. http://kobani.de/trainspam.mp4
  20. If a player is the event owner, all other players who are not the owner receive repeated chat messages when they move far enough into the event zone. The message comes from the PveMode plugin. I have also informed the developer about this.
  21. This is what happens when I enter the ArmoredTrain zone as someone who is not the owner.
  22. The PveMode plugin is spamming the chat for players who are not the event owner.
  23. Kobani

    Customization Presets Issue

    I’m aware of that, but I’ve always used my own custom preset with its own name, not the default ones. Is there anything we can do about that?
  24. Kobani

    Customization Presets Issue

    Quick question: Was the customization preset feature fully removed? Since the last update, I can no longer load any of my saved presets
  25. Kobani

    convoy stops moving

    The Convoy (only labeled as "Convoy") almost always keeps moving. The distance between the vehicles is quite close. The middle Convoy almost always gets stuck somewhere. The front car then keeps trying to start. When the Convoy is destroyed, the icon on the map moves to a different location. Example: The icon appeared in the middle of the forest, even though there was no Convoy there. We will continue to observe the situation. Hopefully, this is already helpful.
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