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Travox

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  1. Travox

    Double join/leave messages

    @Death Any reply on your side?
  2. Travox

    Double join/leave messages

    Cheers!
  3. Travox

    Double join/leave messages

    @Death
  4. Travox

    Double join/leave messages

    @Amino
  5. Travox

    Double join/leave messages

    Travox leaves twice without connecting (no first time player, admin) legend27 leaves twice without connecting (no first time player) kentyara999999 leaves without connecting (first time player) Bilb leaves without connecting (first time player) Kael joins multiple times (first time player) Moonpie leaves without connecting (no first time player)
  6. Travox

    Double join/leave messages

    @Amino Another reminder. What other info do you need to fix this?
  7. Nope, did you recently add that dependency? Didn't see it before. Will try and let you know. Edit: No error on import anymore, also not on manual lock. Although automatical locks don't seem to work. For example, looting trainyard doesn't trigger the lock monument broadcast. Config for debug, in case I made a mistake: { "enabled: Is Monument enabled and to be used in this map?": true, "Lock Looting: When a player enters this monument while locked, do we lock their looting abilities?": true, "Cancel Cards: When a player enters this monument while locked, do we lock their card swiping abilities?": true, "Lock Crate: When a player enters this monument while locked, do we lock their hacking on locked crates?": true, "Broadcasting: Do we want this plugin to broadcast to the server when this monument is locked?": true, "Monument Display Name": "trainyard_1", "Monument Prefab Name": "assets/bundled/prefabs/autospawn/monument/large/trainyard_1.prefab", "Monument Short Name": "trainyard_1", "Monument Grid Position": "T16", "Monument Icon": "", "is_online: Is Monument online and able to be locked?": true, "Lock Attack: When a player enters a locked monument, do we lock their attacking abilities?": true, "Lock timer (600 = 10 min)?": 600, "Only timer expiration will unlock a monument ": false }, "Lock timer (600 = 10 min)?": 600, "Hard timer: Only timer expiration will unlock a monument ": false, "Enable max timer (regardless of how active player is)?": false, "Max timer (1200 = 20 min)?": 1200, "When a player enters a locked monument, do we lock their looting abilities?": true, "When a player enters a locked monument, do we lock their card swiping abilities?": true, "When a player enters a locked monument, do we lock their locked crate hacking abilities?": true, "When a player enters a locked monument, do we lock their attacking abilities?": true, "When a player dies, do we unlock the monument?": true, "Can player lock monument from looting?": true, "Can player lock monument from moving inventory items?": true, "Can player lock monument from Puzzle Points card swipe?": true, "Can player lock monument from picking up an item?": true, "Can player lock monument from attacking?": true, "Do we want this plugin to broadcast to the server when a monument is locked?": true
  8. Hi there, I didn't look into the plugin anymore after a while. But I just installed the plugin again (updated version) and tried it. mlock.fresh and mlock.import (I know import is automatically done by fresh, but I tried it seperate as well) both give me: [Monument Lock] -- Failed to import monuments.. [Monument Lock] Monuments imported. After that, monuments don't auto lock. I don't see anything in console either. Manually locking broadcasts a message in chat, but gives this error: [Monument Lock] Travox locked Airfield at (N15) Failed to call hook 'OnMonumentLocked' on plugin 'MonumentLock v1.8.9' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.MonumentLock.LoadMapMarkers () [0x00032] in <a187422eff7e473f8395684b46b758dc>:0 at Oxide.Plugins.MonumentLock.OnMonumentLocked (BasePlayer player, System.String displayName, System.String gridPosition) [0x00060] in <a187422eff7e473f8395684b46b758dc>:0 at Oxide.Plugins.MonumentLock.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x005dd] in <a187422eff7e473f8395684b46b758dc>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 Manually unlocking works as expected in the sence of: no error message and it broadcasts that I've unlocked a monument.
  9. That's alright, just thought I'd tag you to remind you. I saw the updates but this wasn't fixed. No biggie!
  10. @tofurahie
  11. Travox

    Double join/leave messages

    @Amino
  12. Travox

    Double join/leave messages

    I don't really understand what you expect me to do: I'm missing join/leave logs. For example today: — Today at 9:06 AM [Player name] has connected to the server! — Today at 9:42 AM [Player name] has connected to the server! — Today at 10:00 AM [Player name] has disconnected from the server Of course, player name was the same player 3 times. Also, but I don't think it's a bug, rather a feature that is in the plugin logs and not in the bot logs: disconnection reasons are missing.
    The bot has great potential. However, it has bugs, isn't updated frequently enough and support and communication is lacking terribly.
  13. This issue is back in a different state: Everything is correct when there are no updates. When there are updates, they are listed with a extra line at the end: "[NotFound]" as shown below.
  14. Travox

    Double join/leave messages

    And now also on players who are not new. Functionality has improved, but join/leave logs are still a bit unstable.
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