Deathmatch

Deathmatch event for EventManager

Total Downloads: 5,203 - First Release: Dec 16, 2014 - Last Update: May 21, 2017

4.84/5, 25 likes
  1. Do you have the latest oxide ?
     
  2. No i didnt at the time but i do now ... so what causes the kits to not load in when the arena starts???
     
  3. couple of bugs. last person to die loses their inventory and respawns. also after the first run it kicks you out of the arena on first death. you have to /event_join again to get back in.
     
  4. is this plugin stable enogh to be put on a server or is there som game changeing bugs?
     
  5. this plugin won't interfere with your server exept for when you launch the event and when players join the event.
    This plugin (well the main plugin EventManager) has some bugs:
    - Last player getting killed when be teleported back and items won't be given (which can be fixed by just telling players to clear there inventories before joining the event)
    - some people are saying that if you use the auto event you have to join the event every time you die in the event (so just don't use the auto event, manage it manually)

    but other then that this plugin won't change in anyway things for players that aren't playing in the event.

    and i'll work on fixing the bugs next week.
     
  6. thanks reneb. i was running the events manually.. first run was awesome. second run (and every one after that) ... on first death it would kick you out of the event. after that typing /event_join again would get back you in. sucks for the good players that go 9-0 and then die their score resets!.
     
  7. Hmmm ok thx i'll look into it
    [DOUBLEPOST=1440241041][/DOUBLEPOST]well i'll need to do further checks because i don't understand why there is this big.
    i recommend doing oxide.reload EventManager after EVERY events, to refresh to 0 the plugin, until i can find why this bug happens
     
  8. Reneb updated Arena - Deathmatch with a new update entry:

    1.1.3

     
  9. i created an event just like in your installation tut but players are on godmode ... any ideas ?
     
  10. probably because you have a PVE server?
     
  11. No PVE, i tested it on a dedicated server as well and it worked somehow... could be a problem with my current plugin list i guess
     
  12. yes, all plugins that interfere with damage will most likely do problems ;)
     
  13. Is it possible to have two different arena events?
     
  14. Reneb updated Event - Deathmatch with a new update entry:

    1.1.4

     
  15. Hey Reneb,

    with the last update, the Zone settings are gone. Now i have that problem, that i can not use eject true, because people joining the event, are kicked out of the arena.
    Could you implement that hook again, which is making the database for the event players and that they are not kicked out by the zone eject setting?

    That feature would be nice for the battlefield too.

    Thanks a lot.

    Cheers.
    [DOUBLEPOST=1440594287][/DOUBLEPOST]PS: When a player is entering the Arena and leaving after the match, his map is wiped.
    [DOUBLEPOST=1440594658][/DOUBLEPOST]Here are my two arenas if you like to see them :D

    battlefieldarena.jpg deathmatcharena.jpg
    [DOUBLEPOST=1440594708][/DOUBLEPOST]The shortrange arena is in the little pyramide in the center of the battlefield
    [DOUBLEPOST=1440594989][/DOUBLEPOST]PPS: When people leaving the event, the items in there inventory which were broken or damaged, they are all fixed with full durability.
     
  16. Reneb updated Event - Deathmatch with a new update entry:

    1.1.5


    [DOUBLEPOST=1440596757][/DOUBLEPOST]
    1) Most likely you didnt create a zone named: Deathmatch, that's why. I made an update where you can actually configure yourself the name of the zone as it pleases you

    2) the map is wiped and durability is reset, as it doesn't save all those informations, sorry.

    3) love the arenas ;)
     
  17. As soon as i reload the event manager, the zone information in zonemanager is deleted and set to null:

    Here my configs and datas

    Code:
        {
          "name": null,
          "radius": "9.5",
          "Location": {
            "x": "1559.124",
            "y": "0.08325368",
            "z": "-1816.058",
            "r": "9.5"
          },
          "ID": "Deathmatch",
          "autolights": null,
          "eject": null,
          "pvpgod": null,
          "pvegod": null,
          "sleepgod": null,
          "undestr": null,
          "nobuild": null,
          "notp": null,
          "nochat": null,
          "nogather": null,
          "nopve": null,
          "nowounded": null,
          "nodecay": null,
          "nodeploy": null,
          "nokits": null,
          "noboxloot": null,
          "noplayerloot": null,
          "nocorpse": null,
          "nosuicide": null,
          "noremove": null,
          "nobleed": null,
          "killsleepers": null,
          "radiation": null,
          "enter_message": null,
          "leave_message": null,
          "npcfreeze": null
        }
    Code:
    {
      "ZoneLogs": [
        {
          "name": "Deathmatch",
          "x": "1559.124",
          "y": "0.08325368",
          "z": "-1816.058",
          "radius": "9.5"
        }
      ],
    Code:
    {
      "DeathMatch - Event - Name": "Deathmatch",
      "DeathMatch - Event - SpawnFile": "DeathmatchSpawnfile",
      "DeathMatch - Kit - Default": "deathmatch",
      "DeathMatch - Start - Health": 100.0,
      "DeathMatch - Win - Kills Needed": 10,
      "DeathMatch - Zone - Name": "Deathmatch",
      "Messages - Empty": "Arena has no more players, auto-closing.",
      "Messages - Kill": "{0} killed {3}. ({1}/{2} kills)",
      "Messages - Open Broadcast": "In Deathmatch, it's a free for all, the goal is to kill as many players as possible!",
      "Messages - Won": "{0} WON THE DEATHMATCH",
      "Tokens - On Win": 5,
      "Tokens - Per Kill": 1
    }
     
  18. this doesn't happen if you don't reload the event manager ;) when the server restarts all informations are saved.
    they aren't if you reload the eventmanager, i have to say i have NO idea why is that.
    but i saw that also, but as usually you shouldn't be reloading the plugin i didn't think it was a big deal.
    i'll look into it more.