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Failed to call hook 'OnEntityKill' on plugin 'Convoy v2.4.4' (FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.)

at System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x000f9] in <47fc8c70fa834cbf8141d7c1a7589125>:0

at System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) [0x00023] in <47fc8c70fa834cbf8141d7c1a7589125>:0

at System.String.Format (System.String format, System.Object[] args) [0x00020] in <47fc8c70fa834cbf8141d7c1a7589125>:0

at Oxide.Plugins.Convoy.GetMessage (System.String langKey, System.String userID, System.Object[] args) [0x0000b] in <ea355d65feca466698c3d65e8d5dd4a1>:0

at Oxide.Plugins.Convoy+NotifyManager.SendMessageToPlayer (BasePlayer player, System.String langKey, System.Object[] args) [0x0003f] in <ea355d65feca466698c3d65e8d5dd4a1>:0

at Oxide.Plugins.Convoy+NotifyManager.SendMessageToAll (System.String langKey, System.Object[] args) [0x0001e] in <ea355d65feca466698c3d65e8d5dd4a1>:0

at Oxide.Plugins.Convoy+ConvoyController.OnConvoyVehicleDie (Oxide.Plugins.Convoy+ConvoyVehicle convoyVehicle) [0x00032] in <ea355d65feca466698c3d65e8d5dd4a1>:0

at Oxide.Plugins.Convoy.OnEntityKill (ModularCar entity) [0x00037] in <ea355d65feca466698c3d65e8d5dd4a1>:0

at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00720] in <ea355d65feca466698c3d65e8d5dd4a1>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <87ce9ac9776a48658bc55eae6debe38b>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <18d4f19bbc844191b11ed9e69284d09b>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <18d4f19bbc844191b11ed9e69284d09b>:0

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@Adem
Perchance, could you set this up so that we have an option to disable convoy spawning at night?
Something like "Allow Convoys to spawwn at Night: true," would be amazing!

Edited by Dracconus
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4 hours ago, Dracconus said:

@Adem
Perchance, could you set this up so that we have an option to disable convoy spawning at night?
Something like "Allow Convoys to spawwn at Night: true," would be amazing!

i think u can configure it by TimedExecute from umod

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9 hours ago, aimacak said:

i think u can configure it by TimedExecute from umod

TimedExecute has issues properly reading in-game time with rust.  I was previously using it for notifications delivered at specific in-game time for ZombieHorde, and 75% of the time notifications didn't show up.  That's why I requested k1lly0u to add the notifications to it natively.

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can you describe how to use betterloot in the configuration? i see

"Which loot table should the plugin use? (0 - default, BetterLoot, MagicLoot; 1 - own)": 0,
      "Own loot table": {
        "Minimum numbers of items": 2,
        "Maximum numbers of items": 4,
        "List of items": [

q. Do i change the 0 to BetterLoot, or put the name of a better loot formatted json there? or something else

 

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21 hours ago, PhatBlinkie said:

can you describe how to use betterloot in the configuration? i see

"Which loot table should the plugin use? (0 - default, BetterLoot, MagicLoot; 1 - own)": 0,
      "Own loot table": {
        "Minimum numbers of items": 2,
        "Maximum numbers of items": 4,
        "List of items": [

q. Do i change the 0 to BetterLoot, or put the name of a better loot formatted json there? or something else

 

Hello, as far as I understand it...
- 0 is either for default or BetterLoot or MagicLoot
- 1 is only for the 'Own loot table' json part
That means, for BetterLoot, you are just selecting 0 :
then "Own loot table" json part will be ignored.
- and your BetterLoot configuration will apply to Convoy.

Edited by WouayNote2
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21 hours ago, PhatBlinkie said:

can you describe how to use betterloot in the configuration? i see

"Which loot table should the plugin use? (0 - default, BetterLoot, MagicLoot; 1 - own)": 0,
      "Own loot table": {
        "Minimum numbers of items": 2,
        "Maximum numbers of items": 4,
        "List of items": [

q. Do i change the 0 to BetterLoot, or put the name of a better loot formatted json there? or something else

 

I don't use Betterloot or MagicLoot but all I can tell you is that when set to 0
it will use either default, Betterloot or Magic loot whichever you have running on yourserver.
Those loot profiles presumably must be made in the BetterLoot plugin for the specific loot prefabs that are available in Convoy. 
"or example Bradley APC Crate. 

I hope that helps somewhat

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There something wrong with the convoy NPC's
A player attacked convoy from a supermarket that were about 3 grids away from his base.
He died and respawned in his base, then NPC's were running all the way to his base and started shooting rocket at it while he was inside.
Ive set chase range to 110m. 
Seems like the NPC's ignore that 110m chase range limit if they cannot see the player.
If they see players, they run max 110m, then runs back to the convoy.   Possible to fix this?

Other thing..... Normal Convoy NPC's (not bradley ones) wont run even if they get shot at.
They just roam around the convoy vehicles.
Bradley NPC's run when they get shot at.

Last thing.....
Possible to make the convoy only attack owner and team mates?
If im friend with convoy owner, i get attacked if im nearby.

Running a PVE server and use the PVEmode plugin.

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I have the same problem. Convoy and Caravan. It's like they keep bumping into something. I tried multiple maps, still the same.

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17 hours ago, Robis said:

frustrating 😞

 

3 hours ago, Ludek said:

I have the same problem. Convoy and Caravan. It's like they keep bumping into something. I tried multiple maps, still the same.

Fixed

 

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On 2/24/2024 at 3:51 PM, Magnumk said:

Can I specify so that the plugin uses defined Alphaloot tables?

There is no such function at the moment

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7 hours ago, Adem said:

 

Fixed

 

@Adem Yeah now it looks working properly. I see you even fixed npcs, before they appear and disappear in a cars like crazy. thank you!

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Why do some NPCs become invincible? Is there something wrong with them?

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12 hours ago, Kk said:

invincible

only time ive seen them take no damage is when youre out of range

"Maximum distance for dealing damage to the convoy": 100.0,

could that be it?

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anyone else having a problem with convoy staying stationary and when attacked no dismounts?

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8 hours ago, Misfit6A said:

anyone else having a problem with convoy staying stationary and when attacked no dismounts?

dont think so.. i havent

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8 hours ago, Misfit6A said:

anyone else having a problem with convoy staying stationary and when attacked no dismounts?

Send your config pls

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Okay got that part fixed by using an older version on nps spawn. now the convoy and train are attacking even when that line in configs is set to false

 

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How to get this fixed?

 

Exception while calling NextTick callback (NullReferenceException: )
  at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
  at Oxide.Plugins.Convoy+ConvoyVehicle.CreateRoamNpc () [0x0006f] in <80f4797deb774a68a1f1579699b40c53>:0
  at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Oxide.Core.OxideMod.OnFrame_Patch0(Oxide.Core.OxideMod,single)

 

Thanks in advance.

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

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