Player kicked for "RPC Error in DoPlace" when deploying in a NoDeploy zone
Not entirely sure this is a ZoneManager issue or an oxide issue, but I just tested w/ a player trying to place a sleeping bag in a child zone within a parent zone. Child zone allows for deployment and player can deploy sleeping bag without issue. Once outside of the child zone but still within the parent zone that has NoDeploy enabled, player gets immediately kicked from server with reason "RPC Error in DoPlace" when placing bag (or any object... tried several items).

This error appears in console:

NullReferenceException: Object reference not set to an instance of an object
Planner.DoBuild (Construction+Target target, Construction component) (at <a0456e4b549c49f28b70aed8172a9d92>:0) Planner.DoBuild (ProtoBuf.CreateBuilding msg) (at <a0456e4b549c49f28b70aed8172a9d92>:0) Planner.DoPlace (BaseEntity+RPCMessage msg) (at <a0456e4b549c49f28b70aed8172a9d92>:0) Planner.OnRpcMessage (BasePlayer player, System.UInt32 rpc, Network.Message msg) (at <a0456e4b549c49f28b70aed8172a9d92>:0) UnityEngine.Debug:LogException(Exception) Planner:OnRpcMessage(BasePlayer, UInt32, Message) BaseEntity:SV_RPCMessage(UInt32, Message) ServerMgr:OnRPCMessage(Message) ServerMgr:OnNetworkMessage(Message) Facepunch.Network.Raknet.Server:ConnectedPacket(Connection) Facepunch.Network.Raknet.Server:Cycle() ServerMgr:Update()
Same issue. I get the same "RPC Error in DoPlace" error and immediately disconnect when I try to place a sleeping bag, stash, small box, and similar deployables with NoDeploy true. If NoDeploy is false, I do not have any issue. However, I am still able to place a TC in an already built building within the zone.

If NoCup is true and I place a TC, then I get the same error and DC'ed regardless if NoDeploy is true or false.

Note: I only have one zone.

Sample error message
NullReferenceException: Object reference not set to an instance of an object
<redacted> kicked: RPC Error in DoPlace
NullReferenceException: Object reference not set to an instance of an object​


Merged post

Here is a temporary fix until this is officially updated.

Replace the following 3 occurrences of
entity.Kill(BaseNetworkable.DestroyMode.Gib);​

with

NextTick(() => entity.Kill(BaseNetworkable.DestroyMode.Gib));
5e7939028af8c.gif beerock
Merged post

Here is a temporary fix until this is officially updated.

Replace the following 3 occurrences of
entity.Kill(BaseNetworkable.DestroyMode.Gib);​

with

NextTick(() => entity.Kill(BaseNetworkable.DestroyMode.Gib));

ah, thank you! I can't/don't get notifications for merged posts for some reason, so I just stumbled upon this manually. Thank you very much for this temporary solution. I appreciate your time and effort. I also replaced the onItemDeployed kill reference right below onItemBuilt with the NextTick() version:

deployedEntity.Kill(BaseNetworkable.DestroyMode.Gib);

becomes

NextTick(() => deployedEntity.Kill(BaseNetworkable.DestroyMode.Gib));
I'm being told the issue with the Aug 6 affected "entity.Kill"
I can't speak about "deployedEntity.Kill"
Programatically those are two entirely different things.

Merged post

Ok. Someone confirmed for me you should also update the "deployedEntity.Kill" as you did. Thanks for catching that!
would this also affect rockets? im having an issue where the rockets fired in the zone stay after impact and granades rpc dothrow error then kick
Eski
would this also affect rockets? im having an issue where the rockets fired in the zone stay after impact and granades rpc dothrow error then kick
No, those are different things.
same issues