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E-PaiN

Posted

On 6/11/2023 at 2:33 PM, E-PaiN said:

Recently bought this plugin and I love it! 😊

Do have a few feature requests:
- Would it be possible to make cars spawn with a Turret? (like https://umod.org/plugins/car-turrets )
- In my config I have setup 3 cars, I would like to have 70% car 1, 20% car 2 and 10% car 3, would that be possible?
- I can make Companions be on "Defensive" (don't shoot first), but I would like to have that option for Passengers too, is that possible?

Turrets are working since the update and totally awesome! 😎
Changing car ratio is easy by adding more cars to the config, even identical if I want.

The third one though; can passengers be defensive too? Instead of attacking everyone right away?
Also: How can I add more than 1 passenger? Couldn't figure out how to do that yet!

walkinrey

Posted

On 6/15/2023 at 7:22 PM, E-PaiN said:

Turrets are working since the update and totally awesome! 😎
Changing car ratio is easy by adding more cars to the config, even identical if I want.

The third one though; can passengers be defensive too? Instead of attacking everyone right away?
Also: How can I add more than 1 passenger? Couldn't figure out how to do that yet!

can i have your config in pm

E-PaiN

Posted

19 hours ago, walkinrey said:

can i have your config in pm

Sent! 😊

Harbard

Posted (edited)

For me, they get stuck on the environment constantly, the loot table doesn't work when it is set in the config file for the bots, or the car storage module, the driver gets killed constantly by his companions (it seems the "passengers" and the "driver" and the "driver escort" are different types of NPC's so they just murder each other as soon as they spawn in leaving a bunch of useless cars across the map) also, i get 20-30 Sfps drops when this loads, or attempts to run. 

so far not worth it at all. in fact I've uninstalled it completely from the server.

Don't recommend.

Also it seems to have a very hard time with custom maps like "Synecdoche" - one of the other issues I noticed is when setting the road "width" which is actually length, for determining where the cars spawn, it often find little to no roads available, OR if set to shorter distances (shorter connecting roads; like the little connectors from ring road to a monument) the cars will just drive back and forth on that little road-- and when the go to turn around at the end of it they usually end up "dogpiling" each other, a tree, a bus stop, or any other obstacle in the way, thus, nocking each other over, ejecting bots, and spamming the server with endless amounts of cars and bots causing allot of lag. 

The Mod tries to fix this by adding options to blow up the car if the driver is killed, but most of the time with this the driver is either ejected- and just stands there, thus not killing it, or the cars, yet seemingly causing the mod to realize there isn't a car driving there anymore--so it spawns more--- 

OR

if you have "despawn" cars set for when they "get stuck" when the mod despawns the car it does not despawn the "passengers" (if the drivers "protector hasn't already murdered it") and also doesn't despawn the "drivers protector" thus leaving piles of bots without navmesh access in certain spots of the map causing a massive amount of Sfps drops. Unless you go and manually kill the bots that were left behind. 

IMO:

Cars should be limited to the ring road to eliminate the "turning around dogpiles of lag" and the AI for the driver, passengers, and Drivers "escort/guard" NEEDS to be fixed so they do not murder each other on spawn (Passenger kills driver, driver guard kills passenger, ect)

This has potential to be amazing....

just right now its a lag factory. 

V. 1.3.04 is what I was using

Edited by Harbard
GooberGrape

Posted (edited)

I totally agree. I mentioned a few times about this. I feel some of these plugins are lazy with good ideas but constantly broken. more of a money grab...

Edited by Robert Stevens
  • Like 1
The Friendly Chap

Posted

Does this work alongside "Fuel Manager"? I've had issues with Automated Workcarts when the fuel I use for the trains is Crude Oil instead of Low Grade, then I get errors when it tries to prevent the fuel running out?
 

walkinrey

Posted

3 hours ago, The Friendly Chap said:

Does this work alongside "Fuel Manager"? I've had issues with Automated Workcarts when the fuel I use for the trains is Crude Oil instead of Low Grade, then I get errors when it tries to prevent the fuel running out?
 

i think it shouldn't cause any problems or errors, at least with unlimited fuel option enabled

Robis

Posted (edited)

rage...

Edited by Robis
Swedish Chef

Posted

hi, im having some of my drivers hit the little boxes on the side of the road. i was wondering what the setting "Offset from the road edge" is , and if that would keep drivers more in the center of the road? would i make it higher or lower?

walkinrey

Posted

6 hours ago, Swedish Chef said:

hi, im having some of my drivers hit the little boxes on the side of the road. i was wondering what the setting "Offset from the road edge" is , and if that would keep drivers more in the center of the road? would i make it higher or lower?

hi, can you send me your config file in discord, and can you also make a screenshot of the little boxes you're talking about

Swedish Chef

Posted (edited)

20 hours ago, walkinrey said:

hi, can you send me your config file in discord, and can you also make a screenshot of the little boxes you're talking about

Hi, thanks for the reply, ive solved my issue, the little boxes i was talking about are the Electrical Boxes that are part of the map (attached screenshot of them from rustedit). 

the boxes are very close to the side of the road, so often a car would hit the box, then sit there reversing then driving into it, then reversing, then driving into it, until the car manages to drive past it (not very often) or the car despawns. 

i solved my issue by blacklisting the boxes so they are not generated in the first place.
https://wiki.facepunch.com/rust/procedural_generation_customization (anyone msg me how if youre having trouble, i only blacklisted electrical_box_ not the powerlines like in the example)

... removed this text because i found out why lootbags of engine parts were left on the road...

electricalboxes.png

Edited by Swedish Chef
Swedish Chef

Posted

7 hours ago, Swedish Chef said:

loot bags full of engine parts

This is the setting i was getting confused over..  "Destroy engine parts after driver death?": false,

i set to true and no bags left, nice. i never thought about this setting because i didnt care if the drivers alive or not. i just cared if the car is alive or not.

lol i would like the best of both worlds..

i would like to kill the driver and the car still has parts, but if the car is destroyed, i dont want engine parts left on the road.

is that possible?

Swedish Chef

Posted

btw, i think anyone who has this plugin should consider getting rid of the electrical boxes on the side of the road.  This reduced the amount of cars getting hung up. those boxes were by far #1 offender..  theres a link in my post above. its easy.

sometimes a roadsign or barrel gets in the road and a car will spend time reversing and hitting it but these are destructible items and the car will survive. electrical boxes are part of the map and indestructible, so the cars just die against it or despawn.

 

walkinrey

Posted

2 hours ago, Swedish Chef said:

This is the setting i was getting confused over..  "Destroy engine parts after driver death?": false,

i set to true and no bags left, nice. i never thought about this setting because i didnt care if the drivers alive or not. i just cared if the car is alive or not.

lol i would like the best of both worlds..

i would like to kill the driver and the car still has parts, but if the car is destroyed, i dont want engine parts left on the road.

is that possible?

car automatically destroys when driver is dead

Swedish Chef

Posted (edited)

53 minutes ago, walkinrey said:

car automatically destroys when driver is dead

no? mine doesnt, i can shoot the driver, he dies/falls, and the car rolls to a stop. thats cool. 

im saying i would like the engine parts to stay in the car, so the player can use them.

 

heres my config with 

"Destroy engine parts after driver death?": false,

you can see if any car is destroyed by rocket or o.reload , the engine parts are left on the road.

 

i dont like that, so i must use

"Destroy engine parts after driver death?": true

 but then if a player shoots out the driver, the car stops, but the engine parts are gone

 

i could get a video as well if you like

TrafficDrivers.json

Edited by Swedish Chef
Swedish Chef

Posted

sorry forgot to use discord, will do

walkinrey

Posted

On 3/13/2024 at 5:05 PM, Swedish Chef said:

no? mine doesnt, i can shoot the driver, he dies/falls, and the car rolls to a stop. thats cool. 

im saying i would like the engine parts to stay in the car, so the player can use them.

 

heres my config with 

"Destroy engine parts after driver death?": false,

you can see if any car is destroyed by rocket or o.reload , the engine parts are left on the road.

 

i dont like that, so i must use

"Destroy engine parts after driver death?": true

 but then if a player shoots out the driver, the car stops, but the engine parts are gone

 

i could get a video as well if you like

TrafficDrivers.json 77.74 kB · 0 downloads

so you want to leave the engine parts in the car after driver death, but delete them on full car despawn?

  • Like 1
Swedish Chef

Posted (edited)

1 hour ago, walkinrey said:

so you want to leave the engine parts in the car after driver death, but delete them on full car despawn?

yes please 🙂 (also delete on plugin reload)

Edited by Swedish Chef
Swedish Chef

Posted (edited)

deleted, sorry i should have put in support

Edited by Swedish Chef
Plus200

Posted

On 3/19/2024 at 1:17 AM, Swedish Chef said:

Helpe

Could you help me since rust did the update and started giving this error (Error while compiling TrafficDrivers: 'IFuelSystem' does not contain a definition for 'fuelStorageInstance' and no accessible extension method 'fuelStorageInstance' accepting a first argument of type 'IFuelSystem' could be found (are you missing using directive or assembly reference?) | Line: 1420, Pos: 53)

walkinrey

Posted

7 hours ago, Plus200 said:

Could you help me since rust did the update and started giving this error (Error while compiling TrafficDrivers: 'IFuelSystem' does not contain a definition for 'fuelStorageInstance' and no accessible extension method 'fuelStorageInstance' accepting a first argument of type 'IFuelSystem' could be found (are you missing using directive or assembly reference?) | Line: 1420, Pos: 53)

working on it

Neighigh

Posted

@walkinreyAny chance we can do bike support for this? Would be interesting to have the npcs doing the same thing with them too.

  • Love 1
walkinrey

Posted

On 7/7/2024 at 9:14 PM, Neighigh said:

@walkinreyAny chance we can do bike support for this? Would be interesting to have the npcs doing the same thing with them too.

i have some ideas about it, probably will be soon!

  • Love 1

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