Hi,
It looks like a fun plugin.
since it's not absolutly time critical, maybe have a counter , mod n in your ontick.
Set a boolean flag, fireup a secondary process., and check in your Mod n routine for the flag being set before starting a new process.
move all your ontick code to that process, then in your exit routine clear the boolean flag.
you could use a timer, but Recenlty ive seen a lot of timer failures.
also .... don't forget the lowly admin...
pls add the commands to the "console" so you dont have to be in game to get info.......
Hi,
Just saw this before the update.
just incase your two fixes did nto take care of it.
Failed to call hook 'OnTick' on plugin 'Diseases v1.0.1' (NullReferenceException: )
at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
at BaseCombatEntity.Hurt (System.Single amount, Rust.DamageType type, BaseEntity attacker, System.Boolean useProtection) [0x0000c] in <a34e7683b69f4178abf09c977fe4da3e>:0
at Oxide.Plugins.Diseases.AttemptSpread (Oxide.Plugins.Diseases+Disease disease, Oxide.Plugins.Diseases+InfectedEntity spreader) [0x000d8] in <f8ee7cb93d1c49f58cc993da8c8b76d8>:0
at Oxide.Plugins.Diseases.OnTick () [0x000c9] in <f8ee7cb93d1c49f58cc993da8c8b76d8>:0
at Oxide.Plugins.Diseases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00527] in <f8ee7cb93d1c49f58cc993da8c8b76d8>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <80b90e8213db44b29ec2d4111764172c>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <ec05e0208c9149bba43236ca58fea105>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <ec05e0208c9149bba43236ca58fea105>:0
Unloaded plugin Diseases v1.0.1 by mr01sam