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Raiven_007

Posted

On 6/6/2024 at 7:59 PM, chilakhsingh said:

Bradley's are targeting random players. Can this be turned off? The convoy without Bradley doesn't attack randomly.

Line 21: "The convoy attacks first [true/false]": false, (True is: Yes, False is: No.)

Raiven_007

Posted (edited)

On 6/26/2024 at 6:29 AM, flysd said:

image.png.be4227d74eddd858c722c46bdbe9c4c1.png

How to solve this error?

Are you using custom routes for Convoy on your Server? I've only really seen that error if the Convoy gets stuck or is clipped into the ground somewhere. If you are not using a custom route, and are instead using a ring road setting, check the Convoy's route it takes when it spawns or spawn it to see what route it's taking. You may want to create your own custom route for your map so the Convoy goes on that exact path. You would do: /convoyrootstart to start a route where you are <standing at>!! To save the route when finished you would do: /convoyrootsave "ChooseFileName". To end a route, or to end a route if you made a mistake you would do: /convoyrootstop.

Edited by Raiven_007
Komorebi

Posted

Thank you for your reply. Let me check my configuration file.

aimacak

Posted

18 hours ago, flysd said:

Thank you for your reply. Let me check my configuration file.

I don't use custom paths and I also have this in the console, no big deal I guess.

CuredZombie

Posted

Same thing here and convoy is not driving on the road, proc gen map no custom routes or anything

 

CuredZombie

Posted (edited)

Ya it starts the loop fine, when it gets to turn around it starts running off road and really bugs out.  Also, you cannot open locked crate as it says all accompanying vehicles must be destroyed, even when you destroy them all.  Plugin in the state is not usable, unfortunately

 

edit: tried custom loop, worked once, next time convoy spawned cars run off road and convoy stops

convoy.png

Edited by CuredZombie
Komorebi

Posted (edited)

 

I have already solved the problem. So the information was re edited.

Edited by flysd
Komorebi

Posted

When the player stands behind the Prison Cell Gate. They will not be harmed by NPCs. Bullets seem unable to penetrate the Prison Cell Gate.

屏幕截图 2024-07-13 222703.png

屏幕截图 2024-07-13 222936.png

Adem

Posted

On 6/28/2024 at 12:09 AM, Raiven_007 said:

Are you using custom routes for Convoy on your Server? I've only really seen that error if the Convoy gets stuck or is clipped into the ground somewhere. If you are not using a custom route, and are instead using a ring road setting, check the Convoy's route it takes when it spawns or spawn it to see what route it's taking. You may want to create your own custom route for your map so the Convoy goes on that exact path. You would do: /convoyrootstart to start a route where you are <standing at>!! To save the route when finished you would do: /convoyrootsave "ChooseFileName". To end a route, or to end a route if you made a mistake you would do: /convoyrootstop.

I am working on a new version of convoy where this will be fixed.

  • Love 1
Adem

Posted

13 hours ago, flysd said:

When the player stands behind the Prison Cell Gate. They will not be harmed by NPCs. Bullets seem unable to penetrate the Prison Cell Gate.

屏幕截图 2024-07-13 222703.png

屏幕截图 2024-07-13 222936.png

image.png.fccf569fad33353fc3d037f187abda4f.png
I confirm this problem, but the same thing happens with regular NPCs. Only Rust developers can solve this problem, I think

  • Like 2
Neighigh

Posted

@AdemI've had some cars get pushed off the road by players or other obstacles. Wondering if it's possible to have cars reset to their place in the line if they get pushed off road? 
Had some confusion with players when they can't find the car/guards to kill lol

  • Like 1
Adem

Posted

9 hours ago, Neighigh said:

@AdemI've had some cars get pushed off the road by players or other obstacles. Wondering if it's possible to have cars reset to their place in the line if they get pushed off road? 
Had some confusion with players when they can't find the car/guards to kill lol

Yes, in the new version I will try to do this Thanks for the idea

  • Love 1
abcderanzi

Posted

Hi, Is it possible to have `isConvoyBradley` API? I'm thinking of calling it from Loot Defender plugin.

  • Like 1
Komorebi

Posted

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

Malkizid

Posted (edited)

Hi there, did anyone else update Oxide in the last few days?

Our server has been updated to the latest version of Oxide and now upon every daily restart we get hours of console spam from Convoy.
I observe no conflicts or plugin failures while the event runs on the server just a horrendous amount of spam which freaks out me and our other admins, making it hard to use the console and observer other server actions.

For Example this spams thousands of times:
 

09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>: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 
09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>: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 
09:10 [Error] Failed to call hook 'CanEntityBeTargeted' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy.CanEntityBeTargeted (ScientistNPC scientistNPC, AutoTurret turret) [0x00044] in <80c486eb95314833b57b04ea2c83bb4d>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x015cf] in <80c486eb95314833b57b04ea2c83bb4d>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>: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 is this something we can fix via configuration, plugin editing or must it be patched out in the next update?
Thanks in advance for any info!


 

Edited by Malkizid
BadLandPVE

Posted

hello. would be possible add same option to config, facepunch game tip setting?? and colored border to dome? thanks

  • Like 1
Adem

Posted

On 9/2/2024 at 6:43 PM, BadLandPVE said:

hello. would be possible add same option to config, facepunch game tip setting?? and colored border to dome? thanks

Added

  • Like 2
MatthiasBM

Posted

Bradleys take no damage has something changed within configs im missing, just no one can damage any of the brads everything else seems fine.

  • Like 1
MatthiasBM

Posted

it seems the npcs are not shooting really just chasing 

 

Adem

Posted

22 minutes ago, MatthiasBM said:

Bradleys take no damage has something changed within configs im missing, just no one can damage any of the brads everything else seems fine.

Fixed in version 2.5.6

Adem

Posted

13 minutes ago, MatthiasBM said:

it seems the npcs are not shooting really just chasing 

 

I do not confirm it. I don't have this problem. Check out your version of NpcSpawn

image.png

MatthiasBM

Posted

yeah i have the most recent NpcSpawn But Yeah if up close to the convoy they shoot but if they pursue you they grouped up and stood there i mean it was on some steep terrain but on testing it also happens on relatively flat ground too they would only shoot if close to the vehicles.

 

KingSizeKevin

Posted

The new update is nice!  How can I make it spawn vanilla NPCs still when bradley is half way dead?

Aton

Posted

Using Loot table and stacksize GUI, whats everyones config to make it use profiles from the plugin? Tried what was in the update message and that just pulls from the list of items provided not from loottable. Have everything set "true" for which plugin do we use. 

HAVOC805

Posted

Is the setting in config for convoy attacks first not there anymore or am i missing it?

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