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When the owner dies or leaves the range, the guards will run to attack other players and bases very very very far away

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Is there any way for the train to only attack those who attack it? For example, if player 1 attacks, and player 2 is nearby, currently player 2 is also attacked. In the PVE mode settings, it says that it works like that, but it doesn't seem to be working correctly, or does it only work when the player triggers the event? Why did I have to increase the amount of damage to become the owner in order to prevent players from trolling the event?

Is it possible to implement an alert when the player is on cooldown? Because players in cooldown are being kicked out, but there is always confusion as to why there is no notification.

Edited by VSM
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Can you give us a delay of time to make sure that activated locked crates can surely be looted?

By now it happens that when the overall time of the event is already under the time of a locked crate, the crate will just disappear with the event before it opened.

Would be great if the activation of the locked crate would make the event last longer.

As long as the locked crate needs to open +1 minute at least.

Thank you.

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On 7/10/2023 at 4:04 AM, Kleementin said:

Can you give us a delay of time to make sure that activated locked crates can surely be looted?

By now it happens that when the overall time of the event is already under the time of a locked crate, the crate will just disappear with the event before it opened.

Would be great if the activation of the locked crate would make the event last longer.

As long as the locked crate needs to open +1 minute at least.

Thank you.

Yes I agree this would be a nice additional feature.

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On 7/10/2023 at 6:04 AM, Kleementin said:

Can you give us a delay of time to make sure that activated locked crates can surely be looted?

By now it happens that when the overall time of the event is already under the time of a locked crate, the crate will just disappear with the event before it opened.

Would be great if the activation of the locked crate would make the event last longer.

As long as the locked crate needs to open +1 minute at least.

Thank you.

what about this option?
"The event will not end if there are players nearby [true/false]"

Edited by aimacak
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1 hour ago, aimacak said:

what about this option?
"The event will not end if there are players nearby [true/false]"

I don't know what "nearby" means in this case.

I think if players did not manage to activate the crate in time it's ok if the event stops.

But if they do it they should be rewarded with it.

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Having an issue getting convoy event to start
 

[Convoy] Insufficient route length!

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index

I've tried adjusting the minimum length of road, turning off ring road

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2 minutes ago, ChardaZAR said:

Having an issue getting convoy event to start
 

[Convoy] Insufficient route length!

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index

I've tried adjusting the minimum length of road, turning off ring road

Hello. Send me a convoy config, seed and size of your map

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I am getting this error when loading Convoy.  Using Carbon.  The mod worked prior to the latest update.

==
Loaded plugin Convoy v2.3.1 by Adem [355ms]
Checksum validation failed for 'HackableLockedCrate.RPC_Hack' [CanHackCrate]
Checksum validation failed for 'PatrolHelicopterAI.Retire' [OnHelicopterRetire]
Checksum validation failed for 'PatrolHelicopterAI.PlayerVisible' [CanHelicopterTarget]

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I keep getting this in console when the convoy tries to start

Quote

Loaded plugin Convoy v2.3.1 by Adem

convoystart

[Convoy] Event activated

[Convoy] Insufficient route length!

[Convoy] Insufficient route length!

ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index

I just tried deleting all convoy files and doing a fresh install, but once it tries to spawn, I get that same error in console

Edited by Covfefe
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1 hour ago, Covfefe said:

I keep getting this in console when the convoy tries to start

I just tried deleting all convoy files and doing a fresh install, but once it tries to spawn, I get that same error in console

Your map seed and size pls

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2 hours ago, kmgaijin said:

I am getting this error when loading Convoy.  Using Carbon.  The mod worked prior to the latest update.

==
Loaded plugin Convoy v2.3.1 by Adem [355ms]
Checksum validation failed for 'HackableLockedCrate.RPC_Hack' [CanHackCrate]
Checksum validation failed for 'PatrolHelicopterAI.Retire' [OnHelicopterRetire]
Checksum validation failed for 'PatrolHelicopterAI.PlayerVisible' [CanHelicopterTarget]

 

10 hours ago, ChardaZAR said:

3500 size
854367079 seed

Convoy.json 30.78 kB · 0 downloads

 

2 hours ago, Covfefe said:

I keep getting this in console when the convoy tries to start

I just tried deleting all convoy files and doing a fresh install, but once it tries to spawn, I get that same error in console

Guys, sorry, I made a mistake in the update. In the latest version, everything should work

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Updated, but still throwing errors.  Using Carbon framework.

--
Loaded plugin Convoy v2.3.3 by Adem [368ms]
Checksum validation failed for 'HackableLockedCrate.RPC_Hack' [CanHackCrate]
Checksum validation failed for 'PlayerLoot.StartLootingEntity' [OnLootEntity]
Checksum validation failed for 'PlayerLoot.StartLootingEntity' [OnLootEntity [patch]]
Checksum validation failed for 'PatrolHelicopterAI.Retire' [OnHelicopterRetire]
Checksum validation failed for 'PatrolHelicopterAI.PlayerVisible' [CanHelicopterTarget]
Checksum validation failed for 'ThrownWeapon.DoThrow' [OnExplosiveThrown]

Convoy.json

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My map is NewDawn and before the update 2.3.4 everything was fine. Now this new update tank crashes. Sometimes the tank will drive away from convoy line. Convoy sometimes stops halfway and won't move.  Can this get fixed please.  Here is another issue I am having. Convoy stops too soon before the bubble.

image.png.d2f76cb307f4536bcc84944a7163f0bc.png

Edited by US Apocalypse
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5 hours ago, US Apocalypse said:

My map is NewDawn and before the update 2.3.4 everything was fine. Now this new update tank crashes. Sometimes the tank will drive away from convoy line. Convoy sometimes stops halfway and won't move.  Can this get fixed please.  Here is another issue I am having. Convoy stops too soon before the bubble.

image.png.d2f76cb307f4536bcc84944a7163f0bc.png

What version of the plugin do you have?

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15 hours ago, Adem said:

What version of the plugin do you have?

Sir i stated in the first paragraph what version plugin. Plugin version is 2.3.4

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Yes, you can change what they wear as well as the weapons and other belt items they use.  

"NPC Configurations": [
    {
      "Name": "ConvoyNPC",
      "Health": 200.0,
      "Should remove the corpse?": true,
      "Roam Range": 5.0,
      "Chase Range": 110.0,
      "Attack Range Multiplier": 1.0,
      "Sense Range": 60.0,
      "Memory duration [sec.]": 60.0,
      "Scale damage": 1.0,
      "Aim Cone Scale": 1.0,
      "Detect the target only in the NPC's viewing vision cone?": false,
      "Vision Cone": 135.0,
      "Speed": 7.5,
      "Wear items": [
        {
          "ShortName": "metal.plate.torso",
          "skinID (0 - default)": 1988476232
        },
        {
          "ShortName": "riot.helmet",
          "skinID (0 - default)": 1988478091
        },
        {
          "ShortName": "pants",
          "skinID (0 - default)": 1582399729
        },
        {
          "ShortName": "tshirt",
          "skinID (0 - default)": 1582403431
        },
        {
          "ShortName": "shoes.boots",
          "skinID (0 - default)": 0
        }
      ],
      "Belt items": [
        {
          "ShortName": "smg.thompson",
          "Amount": 1,
          "skinID (0 - default)": 0,
          "Mods": [
            "weapon.mod.flashlight",
            "weapon.mod.holosight"
          ],
          "Ammo": ""
        },
        {
          "ShortName": "syringe.medical",
          "Amount": 10,
          "skinID (0 - default)": 0,
          "Mods": [],
          "Ammo": ""
        },
        {
          "ShortName": "grenade.smoke",
          "Amount": 10,
          "skinID (0 - default)": 0,
          "Mods": [],
          "Ammo": ""
        }
      ],

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I'm having issues creating and storing custom routes.

The /convoyrootstart command seems to work, placing me in vehicle to map route.

The /convoyrootsave Route1 command ends the mapping and places me out of the vehicle, but nothing is saved to the config .json file.

What are the exact commands and the order they need to be ran in to create and save custom routes?  Please provide examples.

Thank you. 

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spacer.png

The the command to save the route posts as if its working, but nothing is saved to the .json file.

I should have 3 routes saved:

outer1
outer2
outer3

Edited by kmgaijin
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20 hours ago, kmgaijin said:

The the command to save the route posts as if its working, but nothing is saved to the .json file.

I should have 3 routes saved:

outer1
outer2
outer3

Are you looking in the Convoy Data json ? That is where the routes should be saved.

Edited by Wile E.
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Yes, thank you, I found it in \data\Convoy.json and not in the main \configs\Convoy.json.  I think I have it figured out now.  The semantics were getting me. 

When you start logging the route info driving the car, it automatically captures the pathing data, but I was not understanding where this data was saved and how you could add multiple routes to a preset.

I think the way it works is as follows.

/convoyrootstart    - will drop you into a vehicle to start driving the route you want to map for pathing
/convoyrootsave presetname  - This will save the route data you just collected into a preset in the data\Convoy.json file.

If you repeat this process and capture a different route and save it to the same presetname it will add another possible route to that preset in the data\Convoy.json file.

I was confused about how to get multiple routes into the same 'Preset' because there seemed to be no setting for 'Preset.'  The only setting in the main Convoy.json file is :

"Custom route name": "outer1",

In my opinion, this would be more clear if this was labeled "Custom 
Preset name" and the documentation was clear about how the route data is saved to a 'Preset' and not to a specific route.

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