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Marsdon Rhekhu

Posted

On 4/24/2025 at 8:54 PM, Marsdon Rhekhu said:

Can we somehow turn on damage to attackers buildings in the convoy radius ?

 

Can we prevent player turrets killing bradleys ?

L4c4z3tt3_69

Posted

Hi,

It's possible to add minimum player for a convoy start ?

Thx

Yaan

Posted

is anyone having an issue with the command after server restart

KingSizeKevin

Posted

Can you please break the config file into multiple files?  Maybe a config file for each tier?  The 200KB config file is very hard to edit

 

Thunderchile

Posted

On 5/25/2025 at 9:32 AM, Marsdon Rhekhu said:

Can we prevent player turrets killing bradleys ?

Yes, there is a bit in the config to turret damage and you can scale how much. 

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

Also, under "NPC Configurations" edit "Turret damage scale": 0.2,"

1 being normal damage, to make turrets less effective scale down so will be less than 1. As you can see mine do work but only 20 percent effective 0.2

Hope that helps. 

賴宜佑

Posted

What is he missing?

 

image.png

Yaan

Posted

2 hours ago, 賴宜佑 said:

What is he missing?

 

image.png

looks like you missing the images file

 

賴宜佑

Posted

16 hours ago, Yaan said:

看起來你缺少圖像文件

 

Is there a solution?

Watcher

Posted

20 minutes ago, 賴宜佑 said:

Is there a solution?

Ofcourse: Just place the Images folder (who is included) in oxide/data and its solved.

  • Like 1
Wile E.

Posted

On 6/20/2025 at 4:29 AM, Watcher said:

Ofcourse: Just place the Images folder (who is included) in oxide/data and its solved.

Sadly that problem is not solved for me and Convoy just unloads immediately. 100% the Images folder exists and has that image in it. Reinstalled it three times now So am giving up on Convoy for now

Watcher

Posted (edited)

3 hours ago, Wile E. said:

Sadly that problem is not solved for me and Convoy just unloads immediately. 100% the Images folder exists and has that image in it. Reinstalled it three times now So am giving up on Convoy for now

You put the files in: /serverfiles/oxide/data/Images ?
what does it say why it unload?

Edited by Watcher
Wile E.

Posted

Indeed I did. I did not have a chance to update my comments but the only thing that brought joy was to completely delete the Images folder and drag it in again from the plugin archive. Not sure why this was necessary but it solved it for me

Wile E.

Posted (edited)

2 hours ago, Watcher said:

You put the files in: /serverfiles/oxide/data/Images ?
what does it say why it unload?

The only error was a pop-up in Chat saying that the Tab image was not loaded. Looking at Console after that showed Convoy unloaded.

Appreciate you following up on this. Cheers

Edited by Wile E.
AlexF

Posted

we have new bug:
When you clear any convoy, you can leave one bot alive. Then wait a little in the save (for the convoy to de-bait [about 2-3 minutes in the save]), and when the convoy de-baits, 4 additional bots will spawn on it (on average). It turns out that in theory it is possible to kill 4 additional bots ±15 times during the entire hour of the convoy's ride, from which various loot falls (mostly compachi). That is, if you plan a convoy for 20 bots and loot from them together with the main one, then you can kill about 80 (on average convoy) with such actions.

DrayTemplar

Posted

Do you know if this is compatable with TruePVE?

Watcher

Posted

5 hours ago, DrayTemplar said:

Do you know if this is compatable with TruePVE?

The game is compatable with TruePVE!

  • Like 1
Malkizid

Posted

@Kleementin

I saw your support request in Convoy but could not reply.

Convoy Npc's are partially controlled by the NPC Spawn Api. 

You can change the configuration settings to allow any npcs controlled by NPCSpawn in the configuration for that. 
This will affect the general behaviour of Convoy Npc's   

"Can NpcSpawn NPCs attack animals? [true/false]": false,
  "Can NpcSpawn NPCs attack other NPCs? [true/false]": true,    (set this to true to enable them to attack other npcs)
  "Can NpcSpawn NPCs attack sleeping players? [true/false]": false,
  "Can NpcSpawn NPCs attack wounded players? [true/false]": false,
  "Can NpcSpawn NPCs attack players in SafeZone? [true/false]": false,
  "Prefab path used for all NpcSpawn NPCs": "assets/rust.ai/agents/npcplayer/humannpc/scientist/scientistnpc_bradley_heavy.prefab",

As for ZombieHorde it has its own settings for whether or not those Npcs can attack other npcs, as it uses Chaos' custom Npc logic.

Just keep in mind this will enable all npcs controlled by NpcSpawn Api to attack any other npcs, so may have unintended effects dependingo n what other events and bots or bot plugins you have interacting on your server. For example BotRespawn also has its own individual settings for this.

Hope that helps

  • Like 1
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Malkizid

Posted

On 8/12/2025 at 6:24 AM, AlexF said:

we have new bug:
When you clear any convoy, you can leave one bot alive. Then wait a little in the save (for the convoy to de-bait [about 2-3 minutes in the save]), and when the convoy de-baits, 4 additional bots will spawn on it (on average). It turns out that in theory it is possible to kill 4 additional bots ±15 times during the entire hour of the convoy's ride, from which various loot falls (mostly compachi). That is, if you plan a convoy for 20 bots and loot from them together with the main one, then you can kill about 80 (on average convoy) with such actions.

Sounds like a configuration problem or a workaround, maybe an exploit but not a bug.

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