Hello,
I am getting some reports from several players that sometimes the Disease is still active after they die. I looked in the config and did not notice anything that could have been set to allow this. Could you please look into this? I would greatly appreciate it. Thank you
Disease after deathBug
Thanks for reporting it, I'll look into it when I can, could you post your config/disease config settings to help me reproduce the issue?
same for me.
I have this error in my logs when someone dies from Norovirus.
And the concern is that when the player comes back to life, he continues to be ill.
Here is the error:
Failed to call hook 'OnEntityDeath' on plugin 'Diseases v2.1.0' (NullReferenceException: Object reference not set to an instance of an object)
at Oxide.Plugins.Diseases.WasCauseOfDeath (BasePlayer player, HitInfo info, Oxide.Plugins.Diseases+Disease disease) [0x00014] in <95fb9924e31f48aca5a4ddb41b70c8f0>:0
at Oxide.Plugins.Diseases.OnEntityDeath (BasePlayer player, HitInfo info) [0x0006f] in <95fb9924e31f48aca5a4ddb41b70c8f0>:0
at Oxide.Plugins.Diseases.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0021f] in <95fb9924e31f48aca5a4ddb41b70c8f0>:0
at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <31122a27a2414cd799150f8677cf39d4>:0
at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <0fbce81d88d64454b3e7abb24df7026b>:0
at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <0fbce81d88d64454b3e7abb24df7026b>:0
(Filename: ./Runtime/Export/Debug/Debug.bindings.h Line: 39) mr01sam
Thanks for reporting it, I'll look into it when I can, could you post your config/disease config settings to help me reproduce the issue?
{
"Disease name": "XterraVirus",
"Description": "\nVery contagious and deadly disease that causes vomitting, and health loss.\n\n<color=#FFC0CB>Treatment:</color>\nInfection can be reduced with Healing Tea, and possibly cured with Anti-Radiation Pills.",
"Min time immune after recovery (seconds)": 0,
"Max time immune after recovery (seconds)": 0,
"Min time infected (seconds)": 300,
"Max time infected (seconds)": 600,
"Min time between symptoms (seconds)": 20,
"Max time between symptoms (seconds)": 40,
"Spread distance (4.0 = 1 foundation)": 2.0,
"Spread chance with mask (0-100)": 0.0,
"Spread chance without mask (0-100)": 100.0,
"Symptom damage effects": [
{
"Stat name": "health",
"Min damage": 2.0,
"Max damage": 5.0
},
{
"Stat name": "calories",
"Min damage": 10.0,
"Max damage": 50.0
},
{
"Stat name": "hydration",
"Min damage": 10.0,
"Max damage": 50.0
}
],
"Items that cause infection on consumption": [
{
"Infection chance on consumption (0-100)": 2.0,
"Short prefab name": "wolfmeat.cooked"
}
],
"Items that cure on consumption": [
{
"Cure chance on consumption (0-100)": 40.0,
"Short prefab name": "healingtea"
},
{
"Cure chance on consumption (0-100)": 20.0,
"Short prefab name": "antiradpills"
},
{
"Cure chance on consumption (0-100)": 100.0,
"Short prefab name": "healingtea.pure"
}
],
"Items that reduce infection time on consumption": [
{
"Min infection time decreased (seconds)": 0,
"Max infection time decreased (seconds)": 0,
"Delay between reusing treament (seconds)": 0,
"Short prefab name": "white.berry"
},
{
"Min infection time decreased (seconds)": 0,
"Max infection time decreased (seconds)": 0,
"Delay between reusing treament (seconds)": 0,
"Short prefab name": "white.berry"
},
{
"Min infection time decreased (seconds)": 0,
"Max infection time decreased (seconds)": 0,
"Delay between reusing treament (seconds)": 0,
"Short prefab name": "white.berry"
}
],
"Entities that cause infection on hit": [
{
"Short prefab name": "scarecrow",
"Infection chance on hit (0-100)": 25.0
},
{
"Short prefab name": "wolf",
"Infection chance on hit (0-100)": 10.0
}
],
"Random outbreak settings": {
"Outbreaks enabled": false,
"Outbreak chance (0-100)": 25.0,
"Time interval (seconds)": 900,
"Only outbreak on players with the following stats": [
{
"Stat name": "health",
"Min value": 0.0,
"Max value": 75.0
}
]
},
"Symptom effects": [
{
"Asset path": "assets/bundled/prefabs/fx/gestures/drink_vomit.prefab",
"Local only": false
},
{
"Asset path": "assets/bundled/prefabs/fx/water/midair_splash.prefab",
"Local only": false
},
{
"Asset path": "assets/prefabs/weapons/cake/effects/strike_screenshake.prefab",
"Local only": true
}
],
"Symptom screen effects": [
{
"Sprite asset path": "assets/content/ui/overlay_poisoned.png",
"Opacity (0-1.0)": 1.0,
"Duration (seconds)": 1.0,
"Fade out (seconds)": 1.0,
"Material asset path (optional)": ""
}
],
"Version": {
"Major": 2,
"Minor": 1,
"Patch": 0
}
} @mr01sam
mr01sam
Thanks for reporting it, I'll look into it when I can, could you post your config/disease config settings to help me reproduce the issue?
Hello, have you been able to look at the problem encountered ??a fix would be useful .. Where are you?Thank you in advance for your answer
ANy way tomake it so if they die from a disease they get it again after respawn?