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aimacak

Posted

13 minutes ago, ✯Mr.Kingpin✯ said:

hello I'm getting bug reports from multiple people that the Convoy is getting stuck behind polls and the bradley not doing damage somehow to players

 

Screenshot_2024-10-05_133612.png

The first thing I do in such cases is to turn off the server, remove all plugins except those needed for Convoy to work, turn on the server and check if this situation persists..

  • Like 1
Watcher

Posted

39 minutes ago, aimacak said:

The first thing I do in such cases is to turn off the server, remove all plugins except those needed for Convoy to work, turn on the server and check if this situation persists..

Has your server players on it, if you have a crowded server you can't close it down.

✯Mr.Kingpin✯

Posted (edited)

11 minutes ago, Watcher said:

Has your server players on it, if you have a crowded server you can't close it down.

well thought the same thing xD anyways the Bradley at Launch does do damage and kills me just fine..

I got a bradley at water treatment which also does damage but the convoy doesn't now I didn't change anything in the config of the convoy I run it how it came with the default configuration file.

Also 10 minute after posting this got another screenshot: VV20241005150300_1.jpg.cbdbada8719f03422576abe9c0901623.jpg

Edited by ✯Mr.Kingpin✯
aimacak

Posted

9 hours ago, Watcher said:

Has your server players on it, if you have a crowded server you can't close it down.

Then everything is the same on the local server, but the first point is duplicating the main server, and checking whether the behavior of the convoy appears there

FandangoChristmas

Posted

PLayers have been reporting the convoy getting stuck , like photos above, and specifically always gets stuck at radtown.

Dead Nasty

Posted

Convoy reached launch site, brads were in the grass on either side and one of the traveling vendors markers were inside of launch building itself and every time the event runs 

reference not set to an instance of an object
(21:13:15) | NullReferenceException: Object reference not set to an instance of an object
(21:13:15) | NullReferenceException: Object reference not set to an instance of an object
(21:13:16) | NullReferenceException: Object reference not set to an instance of an object
(21:13:16) | NullReferenceException: Object reference not set to an instance of an object
(21:13:16) | NullReferenceException: Object reference not set to an instance of an object
(21:13:16) | NullReferenceException: Object reference not set to an instance of an object

 

Malkizid

Posted (edited)

Not that it's any solution to anybody but I'd like to add we've had none of these pathfinding issues with Convoy since Convoy Revorged was released or during this months Fresh wipe with the world update.

however its also important to note that I have disabled the experimental pathfinding and only use the older version.
For now I recommend only using the below setting for a perfectly stable convoy:
 

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


Its also worth noting I have disabled the Vanilla travelling Vendor this wipe, in anticipation of it interfering with the convoy routes.
I think this will help some people until the experimental route options can be improved.

Custom routes also work fine, if you have the time and patience to properly make one.

Edited by Malkizid
  • Like 1
aimacak

Posted

9 hours ago, Malkizid said:

Not that it's any solution to anybody but I'd like to add we've had none of these pathfinding issues with Convoy since Convoy Revorged was released or during this months Fresh wipe with the world update.

however its also important to note that I have disabled the experimental pathfinding and only use the older version.
For now I recommend only using the below setting for a perfectly stable convoy:
 

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


Its also worth noting I have disabled the Vanilla travelling Vendor this wipe, in anticipation of it interfering with the convoy routes.
I think this will help some people until the experimental route options can be improved.

Custom routes also work fine, if you have the time and patience to properly make one.

I also use route 0, but I didn’t disable venders, so there’s nothing to complain about..

  • Like 1
rex

Posted

hello  The turrets of the players who attacked the convoy will shoot at the convoy on la plus dans la confi

SlayersRust

Posted

Anyone else getting this console spam?

Failed to call hook 'OnExplosiveThrown' on plugin 'Convoy v2.6.1' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy.OnExplosiveThrown (BasePlayer player, BaseEntity entity, ThrownWeapon item) [0x00019] in <ccae05eb900145e3a518a9b9d404fa2d>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d63] in <ccae05eb900145e3a518a9b9d404fa2d>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 

Adem

Posted

On 10/12/2024 at 7:23 PM, SlayersRust said:

Anyone else getting this console spam?

Failed to call hook 'OnExplosiveThrown' on plugin 'Convoy v2.6.1' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy.OnExplosiveThrown (BasePlayer player, BaseEntity entity, ThrownWeapon item) [0x00019] in <ccae05eb900145e3a518a9b9d404fa2d>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00d63] in <ccae05eb900145e3a518a9b9d404fa2d>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <206a0f2c6ee141f38e2ad549cde44d70>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0 

 

On 10/11/2024 at 10:24 PM, rex said:

hello  The turrets of the players who attacked the convoy will shoot at the convoy on la plus dans la confi

 

On 10/6/2024 at 9:59 PM, FandangoChristmas said:

PLayers have been reporting the convoy getting stuck , like photos above, and specifically always gets stuck at radtown.

Fixed

BadLandPVE

Posted

Hello, I noticed that when the convoy detects a radtown monument as a road, it gets stuck with the monument vehicles and starts to bug out.

SONuvaGUN

Posted

Would anybody happen to have the default config for the convoy patrol heli please?

Watcher

Posted

58 minutes ago, SONuvaGUN said:

Would anybody happen to have the default config for the convoy patrol heli please?

 

heli.json

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Adem

Posted

On 10/19/2024 at 7:43 PM, BadLandPVE said:

Hello, I noticed that when the convoy detects a radtown monument as a road, it gets stuck with the monument vehicles and starts to bug out.

I don't have that problem. Please record a video and send it to me

S0TR

Posted

Maybe I'm dumb, but I am coming across two issues recently.

First and foremost, I love this plugin and the new Reforged version is an awesome upgrade.

However, and maybe it has to due with AlphaLoot and/or another plugin, most recently I've noticed that sometimes my Brad/Heli crates are empty. 2 of the 4 crates will be empty and just disappear when a player goes to loot it.

The 2nd issue has to do with an NRE that is spamming my console, and I only know it's from Convoy because it goes away when I reload the plugin. I am not sure if this NRE is related to my BetterNpcs that are on the roads, but they tend to get shot down by the other difficulties of the Convoy that I set to not use the Vendor anyways, so I am not sure here

NullReferenceException: Object reference not set to an instance of an object
at TravellingVendor.IsPlayerIgnored (BasePlayer player) [0x00000] in :0
at TravellingVendor.CheckForObstacle () [0x00085] in :0
at TravellingVendor.ProcessState () [0x000ac] in :0
at TravellingVendor.FixedUpdate () [0x0003b] in :0

 

Dead Nasty

Posted

player turrets attack the npc's but do no damage. 

Watcher

Posted

2 hours ago, Dead Nasty said:

player turrets attack the npc's but do no damage. 

Added:

Parameter "Player turrets will attack NPCs if the convoy is stopped (false - They won't attack at all) [true/false]"

Dead Nasty

Posted

8 minutes ago, Watcher said:

Added:

Parameter "Player turrets will attack NPCs if the convoy is stopped (false - They won't attack at all) [true/false]"

its set to true, as well as damage being 1.0 to npc's from turrets.  they attack the npcs the bullets just dont damage them.

ty tho

Kk

Posted

During the event, the convoy sometimes mysteriously disappears within seconds, and sometimes suddenly appears to attack players

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