- Fixed The /convoyroutestart command did not work
- Added API bool IsConvoyNpc(ScientistNPC scientistNPC)
Added:
- support for custom cars from Karuza (Vehicle will need to have power switch removed and fuel source set to 1 (none) Power settings - switch configs - enabled: false for each switch)
Fixed:
– Fixed a possible cause of convoy splitting into separate parts.
– Vehicles no longer move randomly when the convoy is under attack.
– Fixed a bug where a vehicle could fall through the bridge near the fishing village, breaking the spawn process.
– Improved the system that allows convoy vehicles to pass through each other
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