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TeamDolny

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  1. Hello, Road Bradley is still getting stuck in Rad Town. Now it doesn't even go back and forth, it bumps into the trucks near one entrance and just stops.. I even have it set to respawn after so many stuck errors, but it isn't giving errors, just being stuck indefinitely until I reload the plugin.
  2. I found the place in the config file to say that Alpha Loot should fill containers. What I still can't find is what the name of the backpack is that Convoy NPC's drop so I can try to find it and populate them in the loot table..
  3. Is there a way to use custom loot tables with Convoy? Previously, the loot was nicely varied, but now it's the same few items in all containers and on NPCs. I am using Alpha Loot. Is there a way to assign my custom loot tables from Alpha Loot to Convoy? I don't see in the config where this can be added or edited. Thank you for your help.
  4. Would the CarbonAliasesExtention be interfering with Convoy? It is required for Road Bradley with Oxide servers.
  5. Hello, I installed the latest Convoy and NPCSpawn files but the Convoy will not automatically start and when I try to manually call it, the console shows errors. I am running Oxide with the CarbonAliasesDownloader. Below are the console errors. Thank you for your help. Failed to call hook 'StartCommand' on plugin 'Convoy v2.5.2' (NullReferenceException: Object reference not set to an instance of an object) at Oxide.Plugins.Convoy+ConvoyLauncher.StartEvent (BasePlayer initiator, System.String presetName) [0x00000] in <6c675a4858834508842126fa400ada43>:0 at Oxide.Plugins.Convoy.StartCommand (BasePlayer player, System.String command, System.String[] arg) [0x0001c] in <6c675a4858834508842126fa400ada43>:0 at Oxide.Plugins.Convoy.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x01acb] in <6c675a4858834508842126fa400ada43>:0 n, 10kb/s out at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <795304323ac74a298b8ed190a1dfa739>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <beb2b64691c64e2b95b99491bd85442c>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <beb2b64691c64e2b95b99491bd85442c>:0
  6. Attached is the config file. Right now it is set in the default section to have 1 tank when 2 players are online, and for the tank to be on the longest road. It does not spawn automatically at all, even when the 2 of us are online. Thanks for looking into this! We miss the Road Bradley! RoadBradley.json
  7. I thought I should show you the portion of the config file that I am referring to. When I change the line for the number of players who need to be online for 1 tank to spawn, anything less than 2 gives that call hook failure. "default": { "Tank Route - Road IDs (Random, if more than one)": [], "Tank Route - Use all default roads": false, "Tank Route - Use longest path": true, "Tank Route - Remove first and last checkpoints": 0, "Spawns - Announce Spawn": true, "Spawns - Announce Kill": true, "Spawns - Respawn Time (in seconds)": 900, "Spawns - Respawn Time Randomize Value (goes +value and -value from option above)": 120, "Spawns - Min. Online Players For Each Tank Amount (Amount Of Tanks: Amount Of Players)": { "1": 2, "2": 8 }, "Spawns - Chance": { "Hard": 2, "Normal": 5 } },
  8. When I try to edit the RoadBradley.json config file so that the default route will spawn the Bradley with 0 or 1 players online, I get the following error in console: Failed to call hook 'OnServerInitialized' on plugin 'RoadBradley v1.5.2' (IndexOutOfRangeException: Index was outside the bounds of the array.) at (wrapper stelemref) System.Object.virt_stelemref_class_small_idepth(intptr,object) at Oxide.Plugins.RoadBradley.SpawnTank (System.String profileName, System.String routeName) [0x001e3] in <3256d1e6b8544bb9af8837ed53b9c38c>:0 at Oxide.Plugins.RoadBradley.SpawnDefaultRouteTank (System.String route) [0x001f9] in <3256d1e6b8544bb9af8837ed53b9c38c>:0 at Oxide.Plugins.RoadBradley.OnServerInitialized () [0x005f9] in <3256d1e6b8544bb9af8837ed53b9c38c>:0 at Oxide.Plugins.RoadBradley.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x0008d] in <3256d1e6b8544bb9af8837ed53b9c38c>:0 at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <23ba99f131254889867c71f0bd137b1d>:0 at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000d8] in <157a94ee66ab4a7991faecd1eb84be3b>:0 at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <157a94ee66ab4a7991faecd1eb84be3b>:0 Loaded plugin RoadBradley v1.5.2 by ThePitereq We are a small private server that only has 1 or 2 players at a time and would like the Bradley to spawn automatically to roam the main long ring road. The version before this one was working perfectly for us. I tried to use the settings from the old config file, but that was not working. Thank you for your help.
  9. TeamDolny

    Raidable Bases

    Thanks for your reply. Yes, that is one area where I am not sure about because when I only had TruePVE installed, it didn't seem to be protecting things, but when I added the other plugin, things were protected. I am new to TruePVE, so I am not sure how to get it protecting things correctly. If I only have TruePVE on the server, should Raidable Bases ignore the protections then? Thanks for any help you can provide.
  10. TeamDolny

    Raidable Bases

    I am using TruePVE and DMBuildingBlocks plugins to prevent damage to player bases, but my Raidable Bases are also not taking any damage when attacked, even with C4. I have turned on PVP settings on all profiles in Raidable Bases, but there is still no damage. Is there a way to have it set so the Raidable Bases can take damage but player bases stay undamaged?
  11. TeamDolny

    Can't damage Raidable Bases

    I am running a PVE server with plugins that prevent damage to players' bases, but it seems like it may be affecting the Raidable Bases, as well. We attacked a stone wall on an easy one with at least 10 C4 and it did no damage at all. We are using TruePVE and DMBuildingBlocks plugins to prevent player base damage. I have played on servers that had Raidable Bases and no damage to player bases, so I know it does work together, but I am stumped on what setting will allow the Raidable Bases to be damaged when we attack. Thanks for your help!
  12. Hi, I installed the cs files on my Rust server, but none of the BossMonster NPCs are showing up on the server. I have tried editing the BossMonster.json file but the instructions are not clear on what settings will make them appear. Should the NPCs appear without changing anything in the stock json file, or are certain settings required to be set? Can you please give an example of working settings? Both the BossMonster.cs and the NpcSpawn.cs are installed in the oxide/plugins folder. I attempted to get help on Discord but did not receive answers to my questions.
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