Fixed:
- /convoypathstart did not work
- the traveling vendor flipped over the convoy
- PveMode spammed the player in the chat that he is not the owner of the event
Fixed:
Added:
- Spam Calling hook CanEntityTakeDamage resulted in a conflict
- hook void OnConvoyStartMoving(Vector3 convoyPosition)
- hook void OnConvoyStopMoving(Vector3 convoyPosition)
Fixed:
- Warning in the console Settings linear velocity of a kinematic body is not supported
- NRE in ConvoyPathVehicle.Set Next Target Point
- All the skinned rocket launchers have been replaced with regular ones. Because the NPCs didn't shoot them well
- NPCs didn't take damage from players' turrets under certain TruePve settings
Added:
- The mechanics of making sharp turns
- Removal of New Year's portals in front of the convoy
Fixed:
- The Notify plugin did not work.
- The IQTurret plugin spawned switches on turrets.
- The cache of experimental routes was not cleared when the plugin was restarted.
- The player rarely received time messages in Russian.
- Players could fix the convoy by throwing c4 with frequency onto the road, then the convoy would get stuck on the rails if it clung to it.
Fixed:
- The modules of the modular car were destroyed when C4 was attached to them
NRE (Exception while calling NextTick callback DisplayClass OnCorpsePopulate)
- The parameter from the config did not work ("When the car is destroyed, loot falls to the ground [true/false]")
- Spawn the switch on turrets with the IQTurret plugin
Added:
- Parameter "Player turrets will attack NPCs if the convoy is stopped (false - They won't attack at all) [true/false]"