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santigusa

Posted

Hello! With update 2.5.9 the same problem continues, when the convoy is damaged and should stop, the configured bots appear but the convoy does not stop, and each of the vehicles continues to circulate in different directions. Some vehicles end up under water, others under the textures of mountains or similar and others circulate cross-country. The bots stay on the road. Greetings.

AlexF

Posted

5 minutes ago, santigusa said:

Hello! With update 2.5.9 the same problem continues, when the convoy is damaged and should stop, the configured bots appear but the convoy does not stop, and each of the vehicles continues to circulate in different directions. Some vehicles end up under water, others under the textures of mountains or similar and others circulate cross-country. The bots stay on the road. Greetings.

Several people have already written to him about this bug, the author does not respond

santigusa

Posted

32 minutes ago, santigusa said:

Hola! Con la actualización 2.5.9 sigue el mismo problema, cuando el convoy se daña y debe detenerse, aparecen los bots configurados pero el convoy no se detiene, y cada uno de los vehículos sigue circulando en direcciones diferentes. Algunos vehículos terminan bajo el agua, otros bajo las texturas de las montañas o similares y otros circulan campo a través. Los bots se quedan en la carretera. Saludos.

I also noticed that the convoy is now going faster than before. It now goes around the map I have twice, whereas before it only went around once. There is no way to configure the speed of the convoy in the configuration file.

aimacak

Posted

53 minutes ago, santigusa said:

Hello! With update 2.5.9 the same problem continues, when the convoy is damaged and should stop, the configured bots appear but the convoy does not stop, and each of the vehicles continues to circulate in different directions. Some vehicles end up under water, others under the textures of mountains or similar and others circulate cross-country. The bots stay on the road. Greetings.

 

47 minutes ago, AlexF said:

Several people have already written to him about this bug, the author does not respond

You provide very little information, your transport is scattered, mine is not, any ideas? I wrote options on how you can speed up the process of finding the reason for the unwanted behavior of an event, have you done anything from what I wrote?

AlexF

Posted (edited)

10 hours ago, aimacak said:

 

You provide very little information, your transport is scattered, mine is not, any ideas? I wrote options on how you can speed up the process of finding the reason for the unwanted behavior of an event, have you done anything from what I wrote?

Firstly, who are you, I'm writing to the author, and the second:
what are you talking about? It's enough to launch the plugin and see that the transport now goes in different directions, he wrote about it in the update, but people don't like it - we want to disable this in config. Also, the transport goes through textures on the way, I even wrote that these are traders. It's enough to launch a convoy, shoot at it and anyone will see that.

Edited by AlexF
Aack

Posted

Been trying to make the convoy vehicles stop as I had the same problem as others reported of the npcs jumping out and vehicles continuing.

Deleting the json file in the config and reloading the plugin rewrote the json and it all worked again!

  • Like 1
Maximo

Posted

I cant get the Loottable and Stacksize GUI editor to spawn the loot in the crates. Tried every combination, nothing.

Malkizid

Posted (edited)

1 hour ago, Maximo said:

I cant get the Loottable and Stacksize GUI editor to spawn the loot in the crates. Tried every combination, nothing.

I think in the current version of Convoy you must go to the loot section,
and change Enable spawn loot from prefabs": true, then choose the prefab of the crate you have configured in "Loottable and Stacksize GUI" in the section "Prefab displayName":

 

"Clear the standard content of the crate": false,
        "Setting up loot from the loot table": {
          "Enable spawn loot from prefabs": false,
          "List of prefabs (one is randomly selected)": [
            {
              "Prefab displayName": "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab",
              "Minimum Loot multiplier": 1,
              "Maximum Loot multiplier": 1
            }
          ]
        },

 

Edited by Malkizid
santigusa

Posted

4 hours ago, Aack said:

He estado intentando hacer que los vehículos del convoy se detengan porque tuve el mismo problema que otros informaron sobre los NPC que saltaban y los vehículos continuaban.

Al eliminar el archivo json en la configuración y volver a cargar el complemento, se reescribió el json y todo funcionó nuevamente.

Hello! I have tried what you say, deleting the configuration file, reloading the plugin and the convoy now stops when it is damaged. I have noticed that in the old configuration file the name of the vehicles is different than in the new configuration file. Maybe that is why the convoy is bugged. I have configured the entire configuration file from scratch and now the convoy runs perfectly, with the vehicles I want and stops when it receives damage. I have noticed that no bots appear with the tank, neither those configured in the configuration file nor the vanilla Bradley. From the vendor traveling the bots configured in the plugin configuration file do not appear either. I have assigned the loot that I want to the vehicle bots and I have placed a locked box on the roof of a sedan.

  • Like 1
Maximo

Posted

1 hour ago, Malkizid said:

I think in the current version of Convoy you must go to the loot section,
and change Enable spawn loot from prefabs": true, then choose the prefab of the crate you have configured in "Loottable and Stacksize GUI" in the section "Prefab displayName":

 

"Clear the standard content of the crate": false,
        "Setting up loot from the loot table": {
          "Enable spawn loot from prefabs": false,
          "List of prefabs (one is randomly selected)": [
            {
              "Prefab displayName": "assets/bundled/prefabs/radtown/underwater_labs/crate_food_1.prefab",
              "Minimum Loot multiplier": 1,
              "Maximum Loot multiplier": 1
            }
          ]
        },

 

It doesnt work buddy, tried every combination. I either get empty crates or it loads from the list. Tried all combinations possible.

  • Sad 1
Malkizid

Posted

That's a shame,  we have Loottable runningand Convoy with custom loot. I haven't looked at the loot in ages though. I'll let you know if I figure out what's happening before Wipe, until then the best of luck!

aimacak

Posted

On 9/30/2024 at 4:39 AM, AlexF said:

Firstly, who are you, I'm writing to the author, and the second:
what are you talking about? It's enough to launch the plugin and see that the transport now goes in different directions, he wrote about it in the update, but people don't like it - we want to disable this in config. Also, the transport goes through textures on the way, I even wrote that these are traders. It's enough to launch a convoy, shoot at it and anyone will see that.

I'm the one who makes the event work correctly 😄
You can make it In config:

"Type of routes (0 - standard (fast generation), 1 - experimental (multiple roads are used), 2 - custom)"


Do you want the convoy to be stopped by any object on the road? are you sure about this? 🙂

I don’t really understand about the traders..

aimacak

Posted

21 hours ago, santigusa said:

Hello! I have tried what you say, deleting the configuration file, reloading the plugin and the convoy now stops when it is damaged. I have noticed that in the old configuration file the name of the vehicles is different than in the new configuration file. Maybe that is why the convoy is bugged. I have configured the entire configuration file from scratch and now the convoy runs perfectly, with the vehicles I want and stops when it receives damage. I have noticed that no bots appear with the tank, neither those configured in the configuration file nor the vanilla Bradley. From the vendor traveling the bots configured in the plugin configuration file do not appear either. I have assigned the loot that I want to the vehicle bots and I have placed a locked box on the roof of a sedan.

Apparently I wasn't convincing enough to create a default config and customize it, okay 🙂
If I understood correctly, now the NPCs need places to mount, so in the case of Vendor and Bradley, you can either place the NPCs directly on the transport, as it is done by default in Bradley, or add them inside the texture of the transport, which is also presented in the standard config

aimacak

Posted

22 hours ago, Maximo said:

I cant get the Loottable and Stacksize GUI editor to spawn the loot in the crates. Tried every combination, nothing.

Can you publish the transport preset and all presets used in it for example? 

Maximo

Posted

Funny enough the heli DOES spawn the loot from the Loottable Editor, but it has the same setting as the rest of the config which indicates its bugged or needs revision. The travelling vendors cant be destroyed, which is another issue. All in all this plugin isnt working properly and I hope it will be fixed because I have to admit I like the vehicles that are being added.

Adem

Posted

Hi The vendor cannot take damage. This is a limitation of the game.
That is why I have removed the need to destroy vehicles to detach the convoy.
Regarding the problem with loot, I answered in the discord

9 hours ago, Maximo said:

Funny enough the heli DOES spawn the loot from the Loottable Editor, but it has the same setting as the rest of the config which indicates its bugged or needs revision. The travelling vendors cant be destroyed, which is another issue. All in all this plugin isnt working properly and I hope it will be fixed because I have to admit I like the vehicles that are being added.

 

Adem

Posted

On 9/29/2024 at 11:33 PM, santigusa said:

Hello! With update 2.5.9 the same problem continues, when the convoy is damaged and should stop, the configured bots appear but the convoy does not stop, and each of the vehicles continues to circulate in different directions. Some vehicles end up under water, others under the textures of mountains or similar and others circulate cross-country. The bots stay on the road. Greetings.

Hi Please create a ticket or for a faster solution to this problem, contact me in the discord (adem9554)

Adem

Posted

On 9/29/2024 at 11:39 PM, AlexF said:

Several people have already written to him about this bug, the author does not respond

I reply to all tickets and private messages. I don't have time to read all the comments on the plugin.

Adem

Posted

On 9/29/2024 at 11:39 PM, AlexF said:

Several people have already written to him about this bug, the author does not respond

If you have this problem, text to me in discord and we will solve it faster. Because I don't have it on my server

Watcher

Posted

Some log spam:

NullReferenceException: Object reference not set to an instance of an object
  at Oxide.Plugins.Convoy+ConvoyPathVehicle+<>c.<SetNextTargetPoint>b__26_1 (Oxide.Plugins.Convoy+ConvoyPathVehicle x) [0x00017] in <8595f51005af4844b1c4711a4fea4252>:0
  at Oxide.Plugins.ConvoyExtensionMethods.ExtensionMethods.Any[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00010] in <8595f51005af4844b1c4711a4fea4252>:0
  at Oxide.Plugins.Convoy+ConvoyPathVehicle.SetNextTargetPoint () [0x00221] in <8595f51005af4844b1c4711a4fea4252>:0
  at Oxide.Plugins.Convoy+ConvoyPathVehicle.UpdatePath () [0x00075] in <8595f51005af4844b1c4711a4fea4252>:0
  at Oxide.Plugins.Convoy+ConvoyPathVehicle.FixedUpdate () [0x00012] in <8595f51005af4844b1c4711a4fea4252>:0

SlayersRust

Posted

How do I remove the Sam Sites from the top of the new bradley nightmare? Also remove it from other things

aimacak

Posted

2 hours ago, SlayersRust said:

How do I remove the Sam Sites from the top of the new bradley nightmare? Also remove it from other things

Find the transport preset, it has the Sam Site preset, find this preset and remove Sam Site from there 😉

SlayersRust

Posted

1 minute ago, aimacak said:

Find the transport preset, it has the Sam Site preset, find this preset and remove Sam Site from there 😉

Awesome thanks boss!

aimacak

Posted

39 minutes ago, SlayersRust said:

Awesome thanks boss!

ooops, the only thing I got mixed up is that you need the Bradley preset, not the Sam Site, and in it you can delete the Sam Site 🙂

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