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Everything posted by TheProfessor
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It's happened multiple times., same place every time. I'll get more screenshots
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Yes, there are drivers.
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Having issues again with vehicles getting stuck/separated from convoy. What info do you need? The two white cars, around Z15 on map seed: 9479, Size: 5000
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Suggestion: Option to show (copy/paste) base name in-game
TheProfessor replied to doublee313's Support Request in Support
I second this idea. Solid. -
Players *still* unable to place ladders on some bases.
TheProfessor replied to TheProfessor's Support Request in Support
It's only on nightmares, and changing setting resolved issue. Appears resolved - thanks! -
Players *still* unable to place ladders on some bases.
TheProfessor replied to TheProfessor's Support Request in Support
It's true on Nightmare, false on other difficulties. Confirming with playerbase where issues were encountered. -
Players *still* unable to place ladders on some bases.
TheProfessor posted A Support Request in Support
Some bases still blocking ladder placement until TC is destroyed. Please fix. Reported on 2.4.2, still happening with 2.4.3. -
Can we get an ETA on this fix going live? my players are frustrated not being able to place ladders on some of the bases. Makes them much harder....
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Confirmed not sticking there any longer. Thanks.
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On Rust Admins Discord, another report: https://discord.com/channels/602236012495765526/602275503382200320/941484019663642665 Randy Bobandy — Today at 5:01 PM anyone else have trouble with the convoy plugin where the tanks will sometimes just get stuck and start spinning in circles ? TheProfessor — Today at 5:40 PM Yes, and I have a ticket open on it, on codefling. He asked for a video. Shot a video. Same spot every time, trailing bradley gets hung up. Randy Bobandy — Today at 5:42 PM Ah ok cool, yeah for me the front brad gets stuck and will spin until it leaves the road then the rest of the convoy moves on and the back brad gets stuck at same spot and starts spinning too.
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He stutters for a 2nd and lags behind, then jets off the road. You can see the sedan in bottom left in this one: Here's a vid from one of our players: https://www.twitch.tv/videos/1293760877 - this video and the sreenshot are from same convoy.
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Map seed 345, grid R8 -- here's a screenshot. Working on vid. This is right where he leaves road. usually missed the telephone pole tho.
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Console Error: Failed to run a 300.00 timer
TheProfessor replied to TheProfessor's Support Request in Support
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Ahhh, didn't realize that's what the barricade list was for -- thought it had to do with pathing. That's awesome, thanks! I still think it'd be cool if the front 2 cars popped out and damaged the barricade or something. (if it's not on the list). Maybe they do, I'll ahve to check it out.
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map seed 345. I do not have any blocked roads/etc. The heli is enabled on both standard difficulties, and it doesn't always track with the convoy, it flips out on occasion when attacked. I'll try and get a video. Has happened 2x. I have this mod of yours, and AirShip. Players enjoy them despite the quirks.
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Console error as follows, on version 1.1.6. Convoy still runs after error: Failed to run a 300.00 timer in 'Convoy v1.1.6' (ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection. Parameter name: index) at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0 at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0 at Oxide.Plugins.Convoy.CreateBradley (System.Int32 firstPoint, System.Int32 secondPoint) [0x00097] in <9d8eed4e40e14ba5844815edcb83cf52>:0 at Oxide.Plugins.Convoy+<CreateConvoy>c__AnonStorey11.<>m__1 () [0x003ea] in <9d8eed4e40e14ba5844815edcb83cf52>:0
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Please consider adding an option, such as "/convoystart 60", to override the config file/300s default. Consider enabling the bradleys to attack simple wooden barricades/etc that stop the convoy from moving. Possibly a configurable option in the json (ClearBarricades: True/False). Consider an option to start the convoy at the admin's current position (can require to be on a road, if mod logic requires it.). Consider adding a startup option for duration, as well, such as convoystart 60 d 3600 (to start the convoy in 60 seconds, for a 1 hour (3600s) duration. Again, to override configured defaults, when desired.
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Go ahead and close this, as the 2nd reinstall seems to have resolved the numbering issue. Hopefully fixes the convoy following issue, also.
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I can assure you they are in the proper location. The Convoy.js, when opened, shows 1.1.6. It's almost like something is cached somewhere, kind of odd. I'll re-clean everything out and try again, as the Convoy, as well, as not running correctly -- different vehicles are all over the map.
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I deleted my 1.1.5 json, and installed 1.1.6 of the mod. The newly created json states version 1.1.5. When you load/reload the mod says 1.1.5. Might want to update to avoid confusion. I manually updated it. Thx.
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1.1.5
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Confirmed. Convoy passed. New bradley stuck again. Same spot each time. Last Bradley is the one getting stuck.
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Bradley getting stuck on a cliff near the road. It's probably at least 30 foundation squares away, so it's not that close. Last night there was 1 stuck. ent kill'ed it. a few hours later there were 2 stuck. I'm thinking it may have been from 2 separate convoys. Watching today, but there does seem to be a pathing issue. Server is AZ Casual. Map size 5k. Server seed 345.