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Do i need to buy the PVE plugin to make these settings work?
 "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,
    "Allow the non-owner of the event to enter the event zone? [true/false]": false,


Got it figured out.... 

Edited by Hawkhill
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On 11/2/2022 at 9:41 AM, Hawkhill said:

Do i need to buy the PVE plugin to make these settings work?
 "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,
    "Allow the non-owner of the event to enter the event zone? [true/false]": false,


Got it figured out.... 

Which setting did you miss? I am having a similar problem I suspect.

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just installed this, i cant damage the bradleys, the cars, trucks, and heli can be damaged, am i missing something? so i can dmg the bradleys if i unload TruePVE, is there an exception that can be put into truepve for this?

Edited by Dodge
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getting this error in console, updated convoy and NPCspawn:


Convoy was compiled successfully in 186ms
Failed to initialize plugin 'Convoy v2.1.6' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy.UpdateConfig () [0x001ea] in <5d7ef9e76a4f4773bd196bbf236f3c7e>:0 
  at Oxide.Plugins.Convoy.Init () [0x00006] in <5d7ef9e76a4f4773bd196bbf236f3c7e>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0019c] in <5d7ef9e76a4f4773bd196bbf236f3c7e>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 
  at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <bae5f1223fce49c493b01571c99dce02>:0 
Unloaded plugin Convoy v2.1.6 by Adem
No previous version to rollback plugin: Convoy

Edited by TheAdmin
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4 hours ago, TheAdmin said:

getting this error in console, updated convoy and NPCspawn:


Convoy was compiled successfully in 186ms
Failed to initialize plugin 'Convoy v2.1.6' (NullReferenceException: Object reference not set to an instance of an object)
  at Oxide.Plugins.Convoy.UpdateConfig () [0x001ea] in <5d7ef9e76a4f4773bd196bbf236f3c7e>:0 
  at Oxide.Plugins.Convoy.Init () [0x00006] in <5d7ef9e76a4f4773bd196bbf236f3c7e>:0 
  at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0019c] in <5d7ef9e76a4f4773bd196bbf236f3c7e>:0 
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <09575a60985045248bcb43b20faeeb99>:0 
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <bae5f1223fce49c493b01571c99dce02>:0 
  at Oxide.Core.Plugins.CSPlugin.HandleAddedToManager (Oxide.Core.Plugins.PluginManager manager) [0x00043] in <bae5f1223fce49c493b01571c99dce02>:0 
Unloaded plugin Convoy v2.1.6 by Adem
No previous version to rollback plugin: Convoy

Write to me in discord, please. Adem#9554

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For some reason, after I start the convoy, I get a "A M3 Bradley is now patrolling the Launch site." overlay that pops up and never goes away. Using TruePVE with DynamicPVP, ZoneManager and ZoneManagerAutoZones. Also have the Server Hud 2.1.12 plugin I purchased from this site. Not sure if any of those are conflicting somehow or not but it wasn't until after implementing the convoy plugin that the problem arose. All aforementioned plugins are up-to-date.

 

Edit: If I use use convoystart hard or convoystart standart with "Enable the helicopter": true, the vehicles bug out and lag behind/pile up and don't move. Using convoystart hard makes the overlay appear and never go away. if I start it by simply using "convoystart" with "Enable the helicopter": true, I get the same result of vehicles losing their way/piling up. Only with "Enable the helicopter": false, does the plugin work correctly.

 

Edit2: Works great. Thanks for the fix...

20230107155146_1.jpg

Edited by Darbimus
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Can you add options to disable chat messages when players attack the convoy or open the crate?

I would only like to have the event start and end message.

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On 1/16/2023 at 9:02 AM, Kleementin said:

The convoy could be improved the way it chooses roads.

It uses the same 2 roads over and over again.

Im not at my pc.. but i havent noticed this.. ill check when im on. 

Are you sure you have other roads that are above the minimum length in the config? Try lowering it to a stupid number just to see results.

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17 minutes ago, Swedish Chef said:

Im not at my pc.. but i havent noticed this.. ill check when im on. 

Are you sure you have other roads that are above the minimum length in the config? Try lowering it to a stupid number just to see results.

I guess the problem is that the convoy won't use a road til its end on maps with no ring road.

It always just drives from one monument to another instead of using the whole road till the end.

In this case for example the convoy only goes from Water Treatment to Satelliite or from Satellite to Power Plant but never just turns right/left 

to go the whole way.

This should be changed.

20230116223149_1.thumb.jpg.0959e0d23876317e2d9026721744f65d.jpg

Edited by Kleementin
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12 minutes ago, Kleementin said:

I guess the problem is that the convoy won't use a road til its end on maps with no ring road.

It always just drives from one monument to another instead of using the whole road till the end.

In this case for example the convoy only goes from Water Treatment to Satelliite or from Satellite to Power Plant but never just turns right/left 

to go the whole way.

This should be changed.

20230116223149_1.thumb.jpg.0959e0d23876317e2d9026721744f65d.jpg

You could also create your own custom routes and save them all together. Once the convoy gets triggered, it picks one of the few routes that you have created. 

 

Quote

Custom routes

To start recording a route, stand at its starting point and register </convoyrootstart> in the chat.
To save the route, use the command: </convoyrootsave [rootpresetname]>. Multiple routes can be added to one preset. Then it will be randomly selected. To reset the route, print to the chat: </convoyrootstop>
In the config, insert the name of the created preset in the appropriate field.

 

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1 minute ago, GamingHQ said:

You could also create your own custom routes and save them all together. Once the convoy gets triggered, it picks one of the few routes that you have created. 

 

 

I'm not looking for doing more work as I already have with that server. 🙂

That's why I always keep an eye on automatic events where I don't have to do anything for each wipe.

But thx.

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4 hours ago, Kleementin said:

from Water Treatment to Satelliite or from Satellite to Power Plant but never just turns right/left

because they are different roads. you are wanting convoy to change roads as it meets a different road.

Edited by Swedish Chef
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7 hours ago, Swedish Chef said:

because they are different roads. you are wanting convoy to change roads as it meets a different road.

Would be great.

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So i Have TruePVE and Convoy.  Everything is set to make sure no pvp exists anywhere.  Convoy event zone is set to "false".  However, we were building a train station last night and the convoy came around and each shot did damage to the player building, literally blasting it into bits.  Not sure what to  do -- the event zone setting in convoy plugin was set to false.  HELP!   Much appreciated, convoy is fantastic otherwise.

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On 2/3/2023 at 12:25 AM, Silas said:

Hello there! Support told me to contact you on this matter. I revently purchased your Plugin "Space", which ive seen on different servers and i think its a must-have. Now i purchased it for my buddy which i develop a server with. Is it possible to tranfer the plugin to him? It would help alot. Thanks in advance 🙂

For the operation of the pve plugin mode, this plugin is needed.

 

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So, what is the section in your plugin for, that says TruePVE and lets us set to the zone to false?  If we need to drop another $15 to enable pve in the zone?  That woulda been nice to know beforehand, but the only dependency listed was the npc respawn one. 

Edited by Tage2
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and pvemode conflicts with loot defender, it seems to say in the discussions for pvemode.  So now we have to dump lootdefender, spend $15 more bucks, just to make Convoy work in a pve setting where it doesn't destroy player bases?  This is starting to get irritating.

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so what does this section of the convoy plugin actually do:

"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,

"Darkening the dome": 5,

"Radius": 70.0

 

if not turn off the pvp zone?  which it isn't turning off?

 

Edited by Tage2
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1 hour ago, Tage2 said:

So, what is the section in your plugin for, that says TruePVE and lets us set to the zone to false?  If we need to drop another $15 to enable pve in the zone?  That woulda been nice to know beforehand, but the only dependency listed was the npc respawn one. 

This is not my plugin. I added his support by popular demand. I don't get anything from selling it.

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53 minutes ago, Tage2 said:

and pvemode conflicts with loot defender, it seems to say in the discussions for pvemode.  So now we have to dump lootdefender, spend $15 more bucks, just to make Convoy work in a pve setting where it doesn't destroy player bases?  This is starting to get irritating.

In order for the convoy not to destroy the bases, it is enough just not to give the NPCS rocket launchers grenades and c4

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If you turn on the «Create a PVP zone in the convoy stop zone? (only for those who use the TruePVE plugin)[true/false]», players will be able to deal damage to each other inside the zone

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we have it set to off, yet the convoy can still damage buildings.   I did not mean to accuse you of making money on it -- but if it's a requirement for us to use your convoy plugin in a pve setting (and the ability to destroy player bases is very much not pve), that should be stated.   We have pvp zone set to false, yet it still destroys buildings.  Am I mistaking something here -- does "pvp zone" only refer to players killing other players?  It doesn't stop the damage to buildings?    I'm starting to piece this together.   We did not change any bot loadouts?  If the bots have rockets and so forth, I was assuming it was from Convoy -- is it controlled not by convoy, then, but by the NPCspawn plugin that's required?  

I think I mistook what you meant by pvp zone in the plugin and assumed it meant that it would have no pvp aspects inside the zone if it was set to false -- and I include building damage as a pvp aspect.  If that is my misunderstanding, I apologize.

 

Edited by Tage2
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