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Swedish Chef

Posted

2 hours ago, Phelan Keller said:

I am updated to 2.6.3 which I believe is the current version.

o okay.. your config said 2.5.3 nvm

RBT026

Posted

Anyone having problems with the convoy that you cant damage it and the npc's are not getting out and they just drive ? and if i start a new event it just works ?

rex

Posted

non pas de problèmes

 

Donald Varino

Posted (edited)

I have the following set to use Notify but it does not work. Any ideas?

"Notify setting": {

"Do you use the Notify? [true/false]": true,

"Type": "0"

},

 

And just wondering... What does "Type": "0" mean and how to use that?

 

BTW, I'm using Mevent 1.0.12 version of Notify.

Edited by Donald Varino
  • Like 1
Adem

Posted

3 minutes ago, Donald Varino said:

I have the following set to use Notify but it does not work. Any ideas?

"Notify setting": {

"Do you use the Notify? [true/false]": true,

"Type": "0"

},

 

And just wondering... What does "Type": "0" mean and how to use that?

Hi. Notify is temporarily down. The developer changed the hooks. I will fix it in the next few days.

Donald Varino

Posted

Ok, was wondering. I will keep and eye on this..

Thnx

Ryuu

Posted

IQturret generated turret switch issue fixed, but IQ turret created SAM switches still get in the way of convoys FYI

Adem

Posted

33 minutes ago, MrDuck14 said:

or is there a way to have all the modules on the barges but are able to turn on or off the cabin module

Thank you. Please create a ticket, I will fix it

Sneaks

Posted

Hi there... We are having issues with a message being spammed constantly across the screen when a player walks near or in the Event area that isn't thiers. Hoping you can help.

Many Thanks

Sneaks @ Slayers.gg

spam.png.038090d531d6b03d2b1e68448441c9d7.png

  • Like 1
SlayersRust

Posted

1 hour ago, Sneaks said:

Hi there... We are having issues with a message being spammed constantly across the screen when a player walks near or in the Event area that isn't thiers. Hoping you can help.

Many Thanks

Sneaks @ Slayers.gg

spam.png.038090d531d6b03d2b1e68448441c9d7.png

Can verify this ❤️

  • Like 1
zoidberg

Posted

can I change the loot from the NPC in a convoy ? If I can, in what file ?

aimacak

Posted

1 hour ago, zoidberg said:

can I change the loot from the NPC in a convoy ? If I can, in what file ?

oxide/config/Convoy.json

Willem026

Posted

Some npc's drop Miniguns. Is there any way of fixing this?

aimacak

Posted

1 hour ago, Willem026 said:

Some npc's drop Miniguns. Is there any way of fixing this?

 

On 12/16/2024 at 1:55 AM, aimacak said:

oxide/config/Convoy.json

 

Willem026

Posted

8 minutes ago, aimacak said:

 

 

Finding the config file is not the problem.. but thanks.

aimacak

Posted

9 hours ago, Willem026 said:

Finding the config file is not the problem.. but thanks.

I assume that the Minigun falls out because in the NpcSpawn config prefab NPC by default scientistnpc_heavy is selected, and Minigans fall out of them by default.
If you want to disallow only Minigans to drop, but not change anything else, you can't do that. 
If other options are also suitable, then there is a customization by prefabs, you can specify any you want, be it crate or NPC.


Config -> "NPC Configurations" -> in each NPC preset:

"Clear the standard content of the crate": true,
        "Setting up loot from the loot table": {
          "Enable spawn loot from prefabs": true,
          "List of prefabs (one is randomly selected)": [
            {
              "Prefab displayName": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_heavy.prefab",
              "Minimum Loot multiplier": 1,
              "Maximum Loot multiplier": 1
            }
          ]
        },

 

Kk

Posted

How can I make it drive on the road?? It has been in a static state since the event was generated

 

"Route Settings": {
    "Type of routes (0 - standard (fast generation), 1 - experimental (multiple roads are used), 2 - custom)": 0,
    "Minimum road length": 200,
    "List of excluded roads (/convoyroadblock)": [],
    "Setting up the standard route type": {
      "If there is a ring road on the map, then the convoy will always spawn here": true
    },
    "Setting up a experimental type": {
      "Always choose the longest route? [true/false]": true,
      "The minimum number of roads in a complex route": 3
    },
    "Setting up a custom route type": {
      "List of presets for custom routes": []
    }
  },

419a8389-e857-4298-9f96-bd752059cc3c.png

aimacak

Posted

On 12/18/2024 at 8:19 AM, Kk said:

How can I make it drive on the road?? It has been in a static state since the event was generated

 

"Route Settings": {
    "Type of routes (0 - standard (fast generation), 1 - experimental (multiple roads are used), 2 - custom)": 0,
    "Minimum road length": 200,
    "List of excluded roads (/convoyroadblock)": [],
    "Setting up the standard route type": {
      "If there is a ring road on the map, then the convoy will always spawn here": true
    },
    "Setting up a experimental type": {
      "Always choose the longest route? [true/false]": true,
      "The minimum number of roads in a complex route": 3
    },
    "Setting up a custom route type": {
      "List of presets for custom routes": []
    }
  },

419a8389-e857-4298-9f96-bd752059cc3c.png

try default config, driving?

Dead Nasty

Posted

after most recent update: 
 

Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: NpcSpawn - False (Boolean), Convoy (True (Boolean))

 

  • Like 1
S0TR

Posted (edited)

17 hours ago, Dead Nasty said:

after most recent update: 
 

Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: NpcSpawn - False (Boolean), Convoy (True (Boolean))

 

Looks like you need to go into your NpcSpawn config file and change some values. That error is showing that NpcSpawn has something (such as if Npcs can damage each other etc) set to false while Convoy is set to true, and since NpcSpawn controls Convoy it is overriding the function causing your conflict. I could be wrong, but I would start there for the debug process

Edited by S0TR
  • Haha 1
Marsdon Rhekhu

Posted

On 12/23/2024 at 1:32 AM, Dead Nasty said:

after most recent update: 
 

Calling hook CanEntityTakeDamage resulted in a conflict between the following plugins: NpcSpawn - False (Boolean), Convoy (True (Boolean))

 

I have the same messages

Watcher

Posted

Ive a problem with Convoy for todays wipe.
Error while compiling Convoy: 'Convoy.MovableBaseMountable.GetDismountPosition(BasePlayer, out Vector3)': no suitable method found to override | Line: 3221, Pos: 3

L4c4z3tt3_69

Posted

Same error when my plugin compil :

-> Error while compiling Convoy: 'Convoy.MovableBaseMountable.GetDismountPosition(BasePlayer, out Vector3, bool)': no suitable method found to override | Line: 3221, Pos: 34

santigusa

Posted

Hi! With the updated version of Convoy, I get this error in the console: Error while compiling Convoy: 'Convoy.MovableBaseMountable.GetDismountPosition(BasePlayer, out Vector3, bool)': no suitable method found to override | Line: 3221, Pos: 34

  • Sad 2
SlayersRust

Posted

13 minutes ago, santigusa said:

Hi! With the updated version of Convoy, I get this error in the console: Error while compiling Convoy: 'Convoy.MovableBaseMountable.GetDismountPosition(BasePlayer, out Vector3, bool)': no suitable method found to override | Line: 3221, Pos: 34

Same issue using latest update on updated server

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