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On 7/5/2022 at 9:19 AM, walkinrey said:

lol, where did you see that? companion loot is not configurable because it's scientist npc

The picture posted make it unclear who you are referencing with the loot, the scientist or driver. either way when I dont spawn a scientist and only passenger they fall through and die on spawn. I want ever NPC to carry loot. The spawn points are too easy to camp and raods on a 4250 sized map end up with cars in the same area even if only 6 - 8 are spawned. I uninstalled. not worth 35$

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On 7/8/2022 at 9:12 AM, crunchlord said:

I dont spawn a scientist and only passenger they fall through and die on spawn

it's interesting moment, i will write this on the check-list

On 7/8/2022 at 9:12 AM, crunchlord said:

The spawn points are too easy to camp

i will take a look at the spawn system, i have a few ideas for this

On 7/8/2022 at 9:12 AM, crunchlord said:

The picture posted make it unclear who you are referencing with the loot, the scientist or driver.

anyway, you could ask me in the discussion tab

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Hi, what does "Enable path recorder?" in config do... does this mean I can somehow set up a custom path as I dont see any info in description.
 

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On 7/25/2022 at 11:57 PM, geekyplaster said:

Hi, what does "Enable path recorder?" in config do... does this mean I can somehow set up a custom path as I dont see any info in description.
 

What's New in Version 1.0.6  

Released February 12

Added the ability to create your own unique paths for traffic.
To create a new path, enter the /trafficdrivers recorder command and then press R - the path recording will begin, every second a point will be added to the created path. To finish recording the path, press R again.

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i have k1ly0u's TrainHeist plugin, Every shot they take (not at trafficdrivers, just anyone) gives this in the console, 

(18:42:08) | Failed to call hook 'OnEntityTakeDamage' on plugin 'TrafficDrivers v1.2.3' (InvalidCastException: Specified cast is not valid.)

at Oxide.Plugins.TrafficDrivers.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x0027e] in <609781e5e65b4e6c96414dbd3f350943>:0

at Oxide.Plugins.TrafficDrivers.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00833] in <609781e5e65b4e6c96414dbd3f350943>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cc99cb05b42e4ea494cdf294badea406>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <99d545163fdd4d57a562df7989f2ca0a>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <99d545163fdd4d57a562df7989f2ca0a>:0

 

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On 7/27/2022 at 11:46 AM, Swedish Chef said:

i have k1ly0u's TrainHeist plugin, Every shot they take (not at trafficdrivers, just anyone) gives this in the console, 

(18:42:08) | Failed to call hook 'OnEntityTakeDamage' on plugin 'TrafficDrivers v1.2.3' (InvalidCastException: Specified cast is not valid.)

at Oxide.Plugins.TrafficDrivers.OnEntityTakeDamage (BaseCombatEntity entity, HitInfo info) [0x0027e] in <609781e5e65b4e6c96414dbd3f350943>:0

at Oxide.Plugins.TrafficDrivers.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00833] in <609781e5e65b4e6c96414dbd3f350943>:0

at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <cc99cb05b42e4ea494cdf294badea406>:0

at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <99d545163fdd4d57a562df7989f2ca0a>:0

at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <99d545163fdd4d57a562df7989f2ca0a>:0

 

thank you for your feedback, i will take a look soon

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On 7/29/2022 at 12:03 AM, walkinrey said:

thank you for your feedback, i will take a look soon

hi, hows it going? hoping to have both plugins going for wipe, but theres no way to put up with the console errors

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i have fixed the error with
OnEntityTakeDamage(BaseCombatEntity entity, HitInfo info)

var find = Physics.OverlapSphere(entity.transform.position, 1f, -1);

foreach(var collider in find)
{
      if(collider == null) continue;
                        
      //custom
      if(collider.isTrigger) continue;
      //custom

i dont know much about colliders and things but this got rid of the error. until you fix it properly.

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On 8/3/2022 at 2:53 PM, Swedish Chef said:

hi, hows it going? hoping to have both plugins going for wipe, but theres no way to put up with the console errors

hi sorry it's took longer than expected, i think i'll fix it on a next week, i'm currently out of pc..

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5 minutes ago, walkinrey said:

hi sorry it's took longer than expected, i think i'll fix it on a next week, i'm currently out of pc..

cool thanks, just checked to say im still getting few errors, but its ok.. lol dont actually know if somethings invincible..

Edited by Swedish Chef
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Has anyone had issues with this?

Kinematic body only supports Speculative Continuous collision detection

I get this detection repeatedly until a server crash after adding the plugin to the server. Not sure where, when or why it starts, appears random currently.

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hi, thanks for the update. could you (add an option to) despawn the engine parts after the car is despawned/destroyed please?  the cars do a nice job of despawning if they get stuck.. but that leads to a lot of car parts on the ground in grey stashes, mines a vanilla-ish server, so id rather not have them lying around, especially if im using high quality parts etc

 

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

hi, thanks for the update. could you (add an option to) despawn the engine parts after the car is despawned/destroyed please?  the cars do a nice job of despawning if they get stuck.. but that leads to a lot of car parts on the ground in grey stashes, mines a vanilla-ish server, so id rather not have them lying around, especially if im using high quality parts etc

 

I'd like to second this request, same situation. I've opted to use low quality parts just to keep the balance but the drawback is we've got slow cars. Would be delighted to see the parts go with the cars 🙂

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18 hours ago, Swedish Chef said:

hi, thanks for the update. could you (add an option to) despawn the engine parts after the car is despawned/destroyed please?  the cars do a nice job of despawning if they get stuck.. but that leads to a lot of car parts on the ground in grey stashes, mines a vanilla-ish server, so id rather not have them lying around, especially if im using high quality parts etc

 

i have tested it right now, the parts are being deleted when car is despawned being stuck
maybe it occurs in different situation? 

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2 hours ago, walkinrey said:

maybe it occurs in different situation? 

ok cool, sorry i must have been mistaken with despawning.. 

its leaving an engine stash every time when car is destroyed by hv rockets

also on o.reload TrafficDrivers, they will all drop engine stashes

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

ok cool, sorry i must have been mistaken with despawning.. 

its leaving an engine stash every time when car is destroyed by hv rockets

also on o.reload TrafficDrivers, they will all drop engine stashes

i have tested many situations, like plugin reload, ent.kill, despawn with detonator, everything works perfectly

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2 hours ago, walkinrey said:

i have tested many situations, like plugin reload, ent.kill, despawn with detonator, everything works perfectly

Hmm lol, ok ill get a video (and config), see if i can find some more info, because its 100% for me..

Edited by Swedish Chef
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1 hour ago, Swedish Chef said:

Hmm lol, ok ill get a video (and config), see if i can find some more info, because its 100% for me..

I was thinking the same thing. Ours always drops the box of car parts in every instance. I'll post tonight as well on this.

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1 hour ago, Neighigh said:

I was thinking the same thing. Ours always drops the box of car parts in every instance. I'll post tonight as well on this.

ive got kids today.. so theyll be hogging the pc lol.. but im just setting up my test server, so ill be able to isolate what the problem is. im pretty sure i havent got any other car related plugins. so im picking its something config related..

walkinrey, thought id tell you this.. not a huge problem, but just the way i deal with this..  i have convoy plugin, so i changed TrafficDrivers code to say 'only spawn trafficDrivers on Road 0, (the large ring road), and then i excluded road 0 for convoy. so convoy just picks a random inner road. worked nicely, they kept out each others roads. 

i was very happy with this approach, because TrafficDrivers are pretty bad at turning around at the end of the roads, theres bus stops, and roadsign poles, and trees and all sorts to get stuck on. the TrafficDrivers do a good job of backing out and carrying on, most of the time, but the roads are shorter, and they were leaving engine stashes (i thought this was from despawning.. dunno, ill find out tonight), also just the fact theyre driving up against a roadsign means you can walk up to them and shoot the driver, not ideal. 

i havent had a server for a few months, and i see TrafficDrivers now supports Convoy, but using this puts cars on random inner roads, so i dont use it.  i really dont want TrafficDrivers on the inner roads, they were always getting stuck, leaving stashes, easy targets, not cool... but if theyre on the open road, theyre mint, almost no problems, doing what they do best, fanging round the map. 

between building cars and using workshop skins, im looking foward to making some new vehicles

Edited by Swedish Chef
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i was just checking again, and my cars arent staying on the outside road, im not sure of the reason.. but anyway.. could you add an option to limit the cars to the ring road please? (im meaning the Ring Road, the outside road, if there is one.. i think a certain map size is needed before a ring road is placed)

 

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Hi, any sign of limiting TrafficDrivers to the ring road? 

Getting my server back up, and really miss traffic on the road, theyre just not good on the ends of inner roads. Maybe if they turned around in a tight circle, they wouldnt get stuck on bus stops?

I must take screenshots of some cars, they look very cool with workshop skins on people

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10 hours ago, Swedish Chef said:

Hi, any sign of limiting TrafficDrivers to the ring road? 

Getting my server back up, and really miss traffic on the road, theyre just not good on the ends of inner roads. Maybe if they turned around in a tight circle, they wouldnt get stuck on bus stops?

I must take screenshots of some cars, they look very cool with workshop skins on people

create a support ticket please

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