1.That mean reserved.slot can connect if for example ReservedSlots=10?Code:[JsonProperty(PropertyName = "Always use reserved slot if player has permission (true/false)")] public bool AlwaysUseSlot { get; set; } = true;
2. Is there chance to do 1 Reserved slot for Admin, then server 79/80 without kicking other player?
Reserved
Moved
Total Downloads: 1,971 - First Release: Oct 23, 2014 - Last Update: Dec 22, 2015
- 5/5, 7 likes
-
Wulf Community Admin
- That setting means that there are not infinite slots, and that those slots will only be used, not normal player slots
- Should just work when setting the slot to 1 and giving that user permission
-
-
Okey, so Reserved still not working, i dont see any one "Kicked by Only reserved slots" in last 1 hour.
Code:Failed to invoke Method PlayerServerRPCRouter:C with 2 parameters: 168, 173, 44, 1, 67, 248, 151, 179, 112, 1, 0, 69, 9, 0, 0, 38, 211, 118, 191, 148, 195, 92, 190, 123, 93, 30, 190, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, , Sender: Player Client (43), timestamp: 4757.496(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.InvalidOperationException: Operation is not valid due to the current state of the object at System.Collections.Generic.Queue`1[IProjectile].Peek () [0x00000] in <filename unknown>:0 at System.Collections.Generic.Queue`1[IProjectile].Dequeue () [0x00000] in <filename unknown>:0 at BowItem.FireServer (.EquippedHandlerServer handler, .BowItemEquippedState state) [0x00000] in <filename unknown>:0 at BowItem.UpdateEquippedServer (Single delta, .ItemInstance itemInstance, .EquippedHandlerServer handler, .InputControls& input, Int32 slotNumber, Boolean gearSlot) [0x00000] in <filename unknown>:0 at EquippedHandlerServer.Think (Single tickSize, .InputControls& input) [0x00000] in <filename unknown>:0 at NetworkEntityManagerPlayerServer.Tick () [0x00000] in <filename unknown>:0 at NetMovementServerPlayerOwned.ReadClientUpdate (Int32 messageTime, .InputControls& input, uLink.NetworkMessageInfo info) [0x00000] in <filename unknown>:0 at NetworkEntityManagerPlayerServer.C (uLink.BitStream stream, uLink.NetworkMessageInfo info) [0x00000] in <filename unknown>:0 at PlayerServerRPCRouter.C (uLink.BitStream stream, uLink.NetworkMessageInfo info) [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 --- End of inner exception stack trace --- at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Struct7.method_1 (System.Object object_0, System.Object[] object_1) [0x00000] in <filename unknown>:0(Filename: /home/builduser/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)
Code:{ "Always allow admin to connect (true/false)": false, "Always use reserved slot if player has permission (true/false)": true, "Dynamic slots based on players with permission (true/false)": false, "Kick other players for players with permision (true/false)": false, "Number of slots to reserve (if dynamic slots not enabled)": 10 }
-
Wulf Community Admin
-
@Wulf that update oxide 16 hours ago include fix for v1?
-
Wulf Community Admin
-
@Wulf Last update include that fix?
-
Wulf Community Admin
-
-
@Wulf Oh, thats working in half..
15:07 [Info] [Reserved] 6 reserved slots available
15:10 [Info] [Reserved] 5 reserved slots available
I set 10 reserved slots in configuration, but slots are working when for example 4/100. These slots should working when 90+. -
Wulf Community Admin
-
@Wulf
Code:[JsonProperty(PropertyName = "Always use reserved slot if player has permission (true/false)")] public bool AlwaysUseSlot { get; set; } = true; [JsonProperty(PropertyName = "Number of slots to reserve (if dynamic slots not enabled)")] public int ReservedSlots { get; set; } = 10;
-
Wulf Community Admin
-
Dont know what i did bad.
Attached Files:
-
-
Wulf Community Admin
-
Code:
{ "Always allow admin to connect (true/false)": false, "Always use reserved slot if player has permission (true/false)": false, "Dynamic slots based on players with permission (true/false)": false, "Kick other players for players with permission (true/false)": false, "Number of slots to reserve (if dynamic slots not enabled)": 10 }
Code:[JsonProperty(PropertyName = "Always allow admin to connect (true/false)")] public bool AlwaysAllowAdmin { get; set; } = false; [JsonProperty(PropertyName = "Always use reserved slot if player has permission (true/false)")] public bool AlwaysUseSlot { get; set; } = false; [JsonProperty(PropertyName = "Dynamic slots based on players with permission (true/false)")] public bool DynamicSlots { get; set; } = false; [JsonProperty(PropertyName = "Kick other players for players with permission (true/false)")] public bool KickForReserved { get; set; } = true; [JsonProperty(PropertyName = "Number of slots to reserve (if dynamic slots not enabled)")] public int ReservedSlots { get; set; } = 5;
Attached Files:
-
-
Wulf Community Admin
-
-
Wulf Community Admin