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Convoy 2.4.1 is throwing errors:

Failed to call hook 'OnEntityTakeDamage' on plugin 'Convoy v2.4.1' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy+ConvoyController.OnConvoyAttacked (BasePlayer initiator) [0x00042] in <642328573c3a4a2b9d05b62ba5ff8b74>:0
  at Oxide.Plugins.Convoy.OnEntityTakeDamage (BasicCar entity, HitInfo info) [0x00056] in <642328573c3a4a2b9d05b62ba5ff8b74>:0
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00561] in <642328573c3a4a2b9d05b62ba5ff8b74>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0
Failed to call hook 'OnEntityTakeDamage' on plugin 'Convoy v2.4.1' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy+ConvoyController.OnConvoyAttacked (BasePlayer initiator) [0x00042] in <642328573c3a4a2b9d05b62ba5ff8b74>:0
  at Oxide.Plugins.Convoy.OnEntityTakeDamage (BasicCar entity, HitInfo info) [0x00056] in <642328573c3a4a2b9d05b62ba5ff8b74>:0
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00561] in <642328573c3a4a2b9d05b62ba5ff8b74>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0

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After the update, such errors began to appear.

Failed to call hook 'OnEntityTakeDamage' on plugin 'Convoy v2.4.1' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy+ConvoyController.OnConvoyAttacked (BasePlayer initiator) [0x00042] in <093b8ac58ba64c5292850b61c081c736>:0 
  at Oxide.Plugins.Convoy.OnEntityTakeDamage (BasicCar entity, HitInfo info) [0x00056] in <093b8ac58ba64c5292850b61c081c736>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00561] in <093b8ac58ba64c5292850b61c081c736>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0 

 

Failed to call hook 'OnEntityKill' on plugin 'Convoy v2.4.1' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy+ConvoyController.OnConvoyAttacked (BasePlayer initiator) [0x00042] in <093b8ac58ba64c5292850b61c081c736>:0 
  at Oxide.Plugins.Convoy+ConvoyController.OnConvoyVehicleDie (Oxide.Plugins.Convoy+ConvoyVehicle convoyVehicle) [0x0000f] in <093b8ac58ba64c5292850b61c081c736>:0 
  at Oxide.Plugins.Convoy.OnEntityKill (BasicCar entity) [0x00038] in <093b8ac58ba64c5292850b61c081c736>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0078f] in <093b8ac58ba64c5292850b61c081c736>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cd9a02fd331347bd82d550bb1a9c8e9f>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <b76ec77c47d1449e92b2baab8603843d>:0 
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <b76ec77c47d1449e92b2baab8603843d>:0 

 

Edited by Soller
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Hello, I want to ask you if the same thing happens to you with the event. Or if it's normal and the bots are half-dumb.


- When I damage the Convoy, only some of the bots shoot and move to attack or pursue, getting closer.

- All the others stay next to the vehicles, some shoot and others stay still without returning fire or moving, they do not attack or change position, they are very static.

- I have changed the attack radius by expanding it, as well as "Roam Range", "Chase Range", "Sense Range", "Aim Cone Scale": 0.4, and other settings.
These Bots do not move like normal NPCs, (I only have NPCRaiders, BotRespawn and those that are already in Rust as a reference)

- This happens almost every time I am at a height, when I am at ground level or 1 building level higher, sometimes all the bots come to attack.

Any idea what it could be, or is it like that?
Thanks.

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2 hours ago, Lei_Wong said:

Hello, I want to ask you if the same thing happens to you with the event. Or if it's normal and the bots are half-dumb.


- When I damage the Convoy, only some of the bots shoot and move to attack or pursue, getting closer.

- All the others stay next to the vehicles, some shoot and others stay still without returning fire or moving, they do not attack or change position, they are very static.

- I have changed the attack radius by expanding it, as well as "Roam Range", "Chase Range", "Sense Range", "Aim Cone Scale": 0.4, and other settings.
These Bots do not move like normal NPCs, (I only have NPCRaiders, BotRespawn and those that are already in Rust as a reference)

- This happens almost every time I am at a height, when I am at ground level or 1 building level higher, sometimes all the bots come to attack.

Any idea what it could be, or is it like that?
Thanks.

Hi. I will run some tests and try to find the optimal solution.

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On 10/24/2023 at 7:34 AM, Lei_Wong said:

Hello, I want to ask you if the same thing happens to you with the event. Or if it's normal and the bots are half-dumb.


- When I damage the Convoy, only some of the bots shoot and move to attack or pursue, getting closer.

- All the others stay next to the vehicles, some shoot and others stay still without returning fire or moving, they do not attack or change position, they are very static.

- I have changed the attack radius by expanding it, as well as "Roam Range", "Chase Range", "Sense Range", "Aim Cone Scale": 0.4, and other settings.
These Bots do not move like normal NPCs, (I only have NPCRaiders, BotRespawn and those that are already in Rust as a reference)

- This happens almost every time I am at a height, when I am at ground level or 1 building level higher, sometimes all the bots come to attack.

Any idea what it could be, or is it like that?
Thanks.

My NPCs behave clearly regarding the configuration, I believe that your problem is due to the config.

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On 10/24/2023 at 9:02 AM, Adem said:

Hi. I will run some tests and try to find the optimal solution.

Have the same problem. Only Bradley NPC's come after me..... rest of npc's  just roaming around the cars and dont bother that im shooting at them.

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Hi, for custom routes with Convoy would it be possible to add multiple route preset names so one is chosen at random?

Like this:
 

"If there is a ring road on the map, then the event will be held on it": true,
    "The minimum length of the road on which the event can be held": 200,
    "Custom route name": [
        "Launchsite1",
        "Miltun-Ferry",
        "WaterpowerAirMiltun"
    ],
    "The time for which the convoy stops moving after receiving damage [sec.]": 200,


or like this:

  "The minimum length of the road on which the event can be held": 200,
  "Custom route name": "WaterpowerAirMiltun, Miltun-Ferry, Launchsite1",
  "The time for which the convoy stops moving after receiving damage [sec.]": 200,


Im trying to record some custom routes.
I like the method of driving a sedan to record the route.
I have tried using one of my custom routes but the convoy does not spawn to use it and instead uses the Ring Road.

My config and route data config are correct like below:

"If there is a ring road on the map, then the event will be held on it": false,
"The minimum length of the road on which the event can be held": 200,
"Custom route name": "WaterpowerAirMiltun",

I must have made a mistake when recording the route. The route is not too short and is very long. I spent a lot of time to record it carefully.
So what are the limitations of recording a route? I have not found any info on this.


Thank you in advance for any info !

Edited by Malkizid
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On 10/24/2023 at 6:34 AM, Lei_Wong said:

Hello, I want to ask you if the same thing happens to you with the event. Or if it's normal and the bots are half-dumb.


- When I damage the Convoy, only some of the bots shoot and move to attack or pursue, getting closer.

- All the others stay next to the vehicles, some shoot and others stay still without returning fire or moving, they do not attack or change position, they are very static.

- I have changed the attack radius by expanding it, as well as "Roam Range", "Chase Range", "Sense Range", "Aim Cone Scale": 0.4, and other settings.
These Bots do not move like normal NPCs, (I only have NPCRaiders, BotRespawn and those that are already in Rust as a reference)

- This happens almost every time I am at a height, when I am at ground level or 1 building level higher, sometimes all the bots come to attack.

Any idea what it could be, or is it like that?
Thanks.

I have never seen this happen with convoy before and I add a lot of extra configurations to it, using for almost 1 year.

It must be an issue with the TruePve rules and the npcspawn plugin it depends on - do you use TruePVE ?

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hello...i bought this plugin and i just wanna know how to activate it in console...is there any console command to activate it or its active when u install it in plugins? thx for answer

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On 12/17/2023 at 10:51 AM, BoKi-G said:

hello...i bought this plugin and i just wanna know how to activate it in console...is there any console command to activate it or its active when u install it in plugins? thx for answer

It should just run. If you look in the config you will see the times it is meant to be out and this can be adjusted to suit your server. If you add any changes, don't forget to reload the plugin.

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On 11/24/2023 at 4:50 PM, Malkizid said:

I have never seen this happen with convoy before and I add a lot of extra configurations to it, using for almost 1 year.

It must be an issue with the TruePve rules and the npcspawn plugin it depends on - do you use TruePVE ?

witch problems you have between true and convoy to check on my server please

 

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After the Jan 4 update this appears to be broken somehow.
NPCs will attack players that aren't even on the same team as the event owner and haven't even fired a single shot.
PVEMode enabled / disabled in the config makes no difference, ALL values are set to where the ONLY person that should be taking any aggro or damage is the event owner / their team.  I've tried it with and without Friends plugin enabled on my server, and a combination of everything I could think of.
Not sure if the issue is with NPCSpawn or the Convoy plugin itself; but I can't imagine it'd be anything else causing it as there's no other irregular behavior on my server.
No errors on plugin load, no errors on event start, or in console to speak of.


current config example of damage / aggro handling section:

  "PVE Mode Setting (only for users PveMode plugin)": {
    "Use the PVE mode of the plugin? [true/false]": true,
    "Display the name of the event owner on a marker on the map? [true/false]": true,
    "The amount of damage that the player has to do to become the Event Owner": 30.0,
    "Reset the event owner at the beginning of the convoy movement": true,
    "The owner will immediately be the one who stopped the convoy": false,
    "Damage coefficients for calculate to become the Event Owner": [
      {
        "Type of target": "NPC",
        "Damage Multiplier": 1.0
      },
      {
        "Type of target": "Bradley",
        "Damage Multiplier": 1.0
      },
      {
        "Type of target": "Helicopter",
        "Damage Multiplier": 1.0
      }
    ],
    "Can the non-owner of the event loot the crates? [true/false]": false,
    "Can the non-owner of the event hack locked crates? [true/false]": false,
    "Can the non-owner of the event loot NPC corpses? [true/false]": false,
    "Can the non-owner of the event deal damage to the NPC? [true/false]": false,
    "Can an Npc attack a non-owner of the event? [true/false]": false,
    "Can Bradley attack a non-owner of the event? [true/false]": false,
    "Can the non-owner of the event do damage to Bradley? [true/false]": false,
    "Can Helicopter attack a non-owner of the event? [true/false]": false,
    "Can the non-owner of the event do damage to Helicopter? [true/false]": false,
    "Allow the non-owner of the event to enter the event zone? [true/false]": true,
    "Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": true,
    "The time that the Event Owner may not be inside the event zone [sec.]": 300,
    "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 60,
    "Prevent the actions of the RestoreUponDeath plugin in the event zone? [true/false]": true,
    "The time that the player can`t become the Event Owner, after the end of the event and the player was its owner [sec.]": 21600.0,
    "Darkening the dome (0 - disables the dome)": 3



Further adding to this:  I went ahead and redownloaded the plugin fresh, and let it generate a new config file, set the flags to false to prevent them from targeting non-owners, and they're still targeting non-owners and therefor killing them.

Edited by Dracconus
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1 hour ago, Dracconus said:

After the Jan 4 update this appears to be broken somehow.
NPCs will attack players that aren't even on the same team as the event owner and haven't even fired a single shot.
PVEMode enabled / disabled in the config makes no difference, ALL values are set to where the ONLY person that should be taking any aggro or damage is the event owner / their team.  I've tried it with and without Friends plugin enabled on my server, and a combination of everything I could think of.
Not sure if the issue is with NPCSpawn or the Convoy plugin itself; but I can't imagine it'd be anything else causing it as there's no other irregular behavior on my server.
No errors on plugin load, no errors on event start, or in console to speak of.


current config example of damage / aggro handling section:

  "PVE Mode Setting (only for users PveMode plugin)": {
    "Use the PVE mode of the plugin? [true/false]": true,
    "Display the name of the event owner on a marker on the map? [true/false]": true,
    "The amount of damage that the player has to do to become the Event Owner": 30.0,
    "Reset the event owner at the beginning of the convoy movement": true,
    "The owner will immediately be the one who stopped the convoy": false,
    "Damage coefficients for calculate to become the Event Owner": [
      {
        "Type of target": "NPC",
        "Damage Multiplier": 1.0
      },
      {
        "Type of target": "Bradley",
        "Damage Multiplier": 1.0
      },
      {
        "Type of target": "Helicopter",
        "Damage Multiplier": 1.0
      }
    ],
    "Can the non-owner of the event loot the crates? [true/false]": false,
    "Can the non-owner of the event hack locked crates? [true/false]": false,
    "Can the non-owner of the event loot NPC corpses? [true/false]": false,
    "Can the non-owner of the event deal damage to the NPC? [true/false]": false,
    "Can an Npc attack a non-owner of the event? [true/false]": false,
    "Can Bradley attack a non-owner of the event? [true/false]": false,
    "Can the non-owner of the event do damage to Bradley? [true/false]": false,
    "Can Helicopter attack a non-owner of the event? [true/false]": false,
    "Can the non-owner of the event do damage to Helicopter? [true/false]": false,
    "Allow the non-owner of the event to enter the event zone? [true/false]": true,
    "Allow a player who has an active cooldown of the Event Owner to enter the event zone? [true/false]": true,
    "The time that the Event Owner may not be inside the event zone [sec.]": 300,
    "The time until the end of Event Owner status when it is necessary to warn the player [sec.]": 60,
    "Prevent the actions of the RestoreUponDeath plugin in the event zone? [true/false]": true,
    "The time that the player can`t become the Event Owner, after the end of the event and the player was its owner [sec.]": 21600.0,
    "Darkening the dome (0 - disables the dome)": 3



Further adding to this:  I went ahead and redownloaded the plugin fresh, and let it generate a new config file, set the flags to false to prevent them from targeting non-owners, and they're still targeting non-owners and therefor killing them.

I don’t want to offend you somehow, but do you know exactly what a non-owner is in PveMode? explain?

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14 minutes ago, aimacak said:

I don’t want to offend you somehow, but do you know exactly what a non-owner is in PveMode? explain?

I'm not sure why you'd presume I'd take offense to the inquiry, but an "owner" of the event is someone that has been designated as the event Owner by way of one of the delimiting factors such as "was first to attack" if that boolean value was assigned, or "has done "X" damage" if you're utilizing that call.

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15 minutes ago, Dracconus said:

I'm not sure why you'd presume I'd take offense to the inquiry, but an "owner" of the event is someone that has been designated as the event Owner by way of one of the delimiting factors such as "was first to attack" if that boolean value was assigned, or "has done "X" damage" if you're utilizing that call.

I meant, do you know that there cannot be a non-owner if there is no owner, i.e. all presets should work correctly only if the owner is assigned to the event, I often encountered this and made mistakes in assumptions 🙂 I will now check this on my server.

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yeah, I think the issue was that there was no owner.  no biggie.
I've reconfigured mine slightly to prevent that from being an issue in the future by setting first-attacker to auto-lock as owner; but the fact that they're allowed to be configued in a "neutral" fashion, yet can openly attack players who've not even interacted with it definitely doesn't seem "appropriate"

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10 minutes ago, Dracconus said:

yeah, I think the issue was that there was no owner.  no biggie.
I've reconfigured mine slightly to prevent that from being an issue in the future by setting first-attacker to auto-lock as owner; but the fact that they're allowed to be configued in a "neutral" fashion, yet can openly attack players who've not even interacted with it definitely doesn't seem "appropriate"

what did you change in the configuration, if it’s not a secret?
I agree with you..

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I set the configuration as I'd always had it - where the convoy doesn't attack first, but also with what I displayed above. 
The only change I made was so that it locks to the 1st player to cause damage.

What makes no sense to me is that another player "activating" the convoy causes them to have ZERO concern for any rules set in the config UNTIL there's an owner, but prior to being activated, if they don't auto-attack they won't...so..it's weird.  LOL

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Would it at all be possible to add the ability to choose an in-game timeframe in which convoys can spawn (or a day/night/both option, etiher way) in the config?

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Is anyone elses config coming out as Russian even though the English version convoy.cs was installed but the config is all in Russian. Tried installing the Russian vesion and still Russian config. I don't want to learn Russian.

t

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14 hours ago, JuJu said:

Is anyone elses config coming out as Russian even though the English version convoy.cs was installed but the config is all in Russian. Tried installing the Russian vesion and still Russian config. I don't want to learn Russian.

t

its English or i miss?
 

image.png

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

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