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  • Update details
    v3.0.6
    Released
    Download size 254.01 kB
    Total versions 119
    Typical update pace About every 7 days
    Freshness Updated 20 days ago

This area is for discussion and questions. Please use the support area for reporting issues or getting help.

Recommended Comments



Endr1ck

Posted

Hi,

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

Thx

DarkSilver

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. 

QVQ

Posted

What is he missing?

 

image.png

DarkSilver

Posted

2 hours ago, 賴宜佑 said:

What is he missing?

 

image.png

looks like you missing the images file

 

QVQ

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
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
OxidePlayer

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
Mankus

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

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Mankus

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.

Her_Toxic_Man

Posted

Hello. I bought your plugin and am having a few problems with the configuration. Unfortunately, my plugin doesn't start automatically on the server, and I couldn't find anything about it in the configuration. How can I set the event to start automatically? It's very annoying to always have to use a command, and I'm not always online. Unfortunately, the convoy avoids the bridges and just turns and drives back and forth. What can I do? The map is 4500 Atlanta: The Walking Dead 1.2.4. I would be very grateful for feedback. Otherwise, it's a very good plugin; I like it a lot. Unfortunately I don't have Discord and hope someone can help here.

Watcher

Posted

3 hours ago, Her_Toxic_Man said:

Hello. I bought your plugin and am having a few problems with the configuration. Unfortunately, my plugin doesn't start automatically on the server, and I couldn't find anything about it in the configuration. How can I set the event to start automatically? It's very annoying to always have to use a command, and I'm not always online. Unfortunately, the convoy avoids the bridges and just turns and drives back and forth. What can I do? The map is 4500 Atlanta: The Walking Dead 1.2.4. I would be very grateful for feedback. Otherwise, it's a very good plugin; I like it a lot. Unfortunately I don't have Discord and hope someone can help here.

I put my config file in with this file convoy auto start, so you can compare it with yours.
Convoy don't drive over the bridges because its not a part of the road, the road ends at the bridge.
The creator of the map have to change that to get it working.

Convoy.json

ChardaZAR

Posted (edited)

1 hour ago, Her_Toxic_Man said:

Hello. Is this plugin compatible with the Convoy plugin? I just can't get this event to start automatically. I can't find anything in the config either.

 

https://umod.org/plugins/automated-events

Lines 4 - 7 in the config allow you to set the min and max times (in seconds) for the event to auto start

Be sure to set "Enable automatic event holding [true/false]": to true

Screenshot 2025-08-22 at 18.12.35.png

Edited by ChardaZAR
Watcher

Posted

2 hours ago, Her_Toxic_Man said:

Hello. Is this plugin compatible with the Convoy plugin? I just can't get this event to start automatically. I can't find anything in the config either.

 

https://umod.org/plugins/automated-events

Just use my config file and start convoy with /convoystart
 

Locrian

Posted

Hello I have a question about altering the script of this plugin so that it fits my servers theme. Are you familiar with the movie Mad Max Fury Road? I was wondering if you could change the convoy to match the battle bus convoy that is shown on that movie. When they travel to Gas Town. Blaring heavy metal music armed with npc. I’d really love to hear back from you on this when you get time. 

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IkitClaw

Posted

Small thing but would really be useful. Would it be possble to add the option to give different event colours per preset like you have for sputnik?

  • Like 1
Magnumk

Posted

Is it possible to make the convoy attack a attacking players base? Usually on my server players build bases by the road but the convoy does not activate attack a players base right? So maybe there could be a option if convoy is stopped/attacked and a player has a TC in range x the convoy will not only attack the player but also try to get to the TC? 

  • Like 2
  • Love 1
avatarus777

Posted

First time posting here. Loving the mod, my players love it too but I have been tweaking things to make it work more with our playstyle and I have a quiestion.

I've disabled allowing autoturrets to attack convoys as players were building ridiculous turret filled deathtraps to farm convoys easily. To compensate I've extended how far you can attack from and still do damage but the NPC's no longer swarm and attack en masse. They come one by one to die with little challenge. I'm sure there is some sort of setting for this but I haven't been able to find it yet. Thanks in advance.

  • Like 1
Mankus

Posted (edited)

On 9/23/2025 at 7:15 PM, IkitClaw said:

Small thing but would really be useful. Would it be possble to add the option to give different event colours per preset like you have for sputnik?

the Event zone colour and settings are configurable, if  that's what you meant?

you can see here at the end of the config:

 

"Event zone": {
    "Create a PVP zone in the convoy stop zone? (only for those who use the TruePVE plugin)[true/false]": false,
    "Use the dome? [true/false]": false,    (Set this to True) 
    "Darkening the dome": 1,
    "Use a colored border? [true/false]": true,     (set this to True)
    "Border color (0 - blue, 1 - green, 2 - purple, 3 - red)": 3,     (choose the colour you prefer)
    "Brightness of the color border": 3        (a value of Three is quite bright but you can experiment)

 

Edited by Malkizid
Mankus

Posted (edited)

On 9/25/2025 at 9:04 PM, Magnumk said:

Is it possible to make the convoy attack a attacking players base? Usually on my server players build bases by the road but the convoy does not activate attack a players base right? So maybe there could be a option if convoy is stopped/attacked and a player has a TC in range x the convoy will not only attack the player but also try to get to the TC? 

IT would be very cool, it would definitely be possible but I don't want to step on any toes and speak for Adem 🙂  😅
I know its not exactly what you were thinking but you can partially achieve this with Convoy aggression level and Bradley targeting and Damage settings in the config.

Of course it depends if a player is fighting from their base or not

If it there was a setting target a player TC, that would be very interesting  😈
(performance might be an issue depending on scan radius)

Edited by Malkizid

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