My 2 two Cents of actual testing this update.
For the first: I love this shit, now it comes better then last version, rockets works, spawns works...many thx.
But i got 2 Main-probs.
First: Choppers sometimes drifting away, either at one player only (at death) or up to 3 players with the choppers, one will piss off always.
Second: If you left the Event, event is running, m in one player left, and the event is not closed, you stay in the CSPlayers list, get all updates, see the frozen Points, Chopper Health, and so on. The Points-GUI will only be deleted on Plugin reload.

Chopper Survival
Helicopter survival event for EventManager
Total Downloads: 2,510 - First Release: Jan 1, 2016 - Last Update: Apr 19, 2018
- 5/5, 10 likes
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Choppers fly away if you dint hit them. developer please make a radius that works for choppers
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you can reduce the size of the panel at the edges and leave the in the list only 3 players with the large Number of points? And is not clear that with a timer
Attached Files:
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event gamemode battlefield
and even with 15 players shows the glasses only 4 players
[DOUBLEPOST=1462641892][/DOUBLEPOST]more a question of adding the zone in the event. I correctly put the id?
Code:"ZoneID": "8313956"
Last edited by a moderator: May 7, 2016 -
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Once again 2nd round this event crashed the server. I posted the error it gave at the crash a few posts back and didn't even see it acknowledged
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I am on there, I just don't jump on very often
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@k1lly0u this poped up in console when event was ending:
Code:(15:51:58) | [Oxide] 15:51 [Debug] at System.Collections.Generic.List`1[Oxide.Plugins.ChopperSurvival+CS_Player].get_Item (Int32 index) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ChopperSurvival.CreateScoreboard (.BasePlayer player) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ChopperSurvival.AddUI (.BasePlayer player) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ChopperSurvival+<OnEventPlayerSpawn>c__AnonStorey4.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0
Code:(15:52:28) | [Oxide] 15:52 [Error] Failed to run a 0.10 timer in 'ChopperSurvival v0.2.3' (NullReferenceException: Object reference not set to an instance of an object) (15:52:28) | [Oxide] 15:52 [Debug] at BasePlayer.SendConsoleCommand (System.String command, System.Object[] obj) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ChopperSurvival+<ShowHealth>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0 (15:52:28) | [Oxide] 15:52 [Error] Failed to run a 0.10 timer in 'ChopperSurvival v0.2.3' (NullReferenceException: Object reference not set to an instance of an object) (15:52:28) | [Oxide] 15:52 [Debug] at BasePlayer.SendConsoleCommand (System.String command, System.Object[] obj) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ChopperSurvival+<ShowHealth>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0 (15:52:28) | [Oxide] 15:52 [Error] Failed to run a 0.10 timer in 'ChopperSurvival v0.2.3' (NullReferenceException: Object reference not set to an instance of an object) (15:52:28) | [Oxide] 15:52 [Debug] at BasePlayer.SendConsoleCommand (System.String command, System.Object[] obj) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ChopperSurvival+<ShowHealth>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0 (15:52:28) | [Oxide] 15:52 [Error] Failed to run a 0.10 timer in 'ChopperSurvival v0.2.3' (NullReferenceException: Object reference not set to an instance of an object) (15:52:28) | [Oxide] 15:52 [Debug] at BasePlayer.SendConsoleCommand (System.String command, System.Object[] obj) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ChopperSurvival+<ShowHealth>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0 (15:52:32) | [Oxide] 15:52 [Info] [Death Notes] [KK] 5p0r1y byl zabit Patrol Helicopter. (15:52:32) | [KK] 5p0r1y[410574/76561198067599908] was killed by patrolhelicopter.prefab (entity) (15:52:36) | [Oxide] 15:52 [Error] Failed to run a 1.00 timer in 'EventManager v2.0.3' (NullReferenceException: Object reference not set to an instance of an object) (15:52:36) | [Oxide] 15:52 [Debug] at Oxide.Plugins.EventManager+<OnExitZone>c__AnonStorey5.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0
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after the event is over, the players get twice as many tokens than indicated in the config
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uhm.... doesnt seem normal that i can oneshot every heli that spawns......
Whats wrong there -
Hmmm another one error
One of 4 helli gone crazy and fly away from our island for this event, this spammed console
Code:(22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (22:16:45) | [Oxide] 22:16 [Info] [CSA]: Airdrop se propadl do hlubin pekelnych (despawn) na souradnicich <color=red>-1349,22,-1428</color> (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/tail_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/main_rotor_col" (22:16:45) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/patrolhelicopter.prefab/RotorPivot/patrol_helicopter/engine_col"
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fixed it
[DOUBLEPOST=1462899694,1462889395][/DOUBLEPOST]< "Scoring - Round survival tokens": 1, >
Can I change this to Reward Points or are tokens considered the same thing?
[DOUBLEPOST=1462900071][/DOUBLEPOST]Also I left the 500 Spawn range alone but the Chopper still flies away then flies around the map like a normal chopper . . .
[DOUBLEPOST=1462927528][/DOUBLEPOST]Still having the Chopper issue, it spawns in and flies off someplace else -
I still get
Code:(00:43:54) | Infinity or NaN floating point numbers appear when calculating the transform matrix for a Collider. Scene hierarchy path "assets/prefabs/npc/patrol helicopter/servergibs_patrolhelicopter.prefab" (00:43:54) | computeMassAndInertia: Provided mass or density has no valid value
I wonder is there a common factor. -
crap, well I know it is a great event idea and it will get fixed
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From what I can work out, the Chopper does a flyover of the spawn points, or maybe it's the zone...Same thing for me.
If it doesn't see anyone it just carries on.
I suppose ideally it would be written that the heli constantly strafes your zone, whether it sees players or not. I wonder is that possible? -
whats the name to start ? /event game - Select a event game (case sensitive) ???? Thanks i cant find it