EventManager

Moved

Total Downloads: 10,607 - First Release: Dec 16, 2014 - Last Update: Apr 19, 2018

4.92857/5, 56 likes
  1. BBUK, you gotta wait out your first interval setting.. at least that's what KY said above..
     
  2. ah, Ok.
    Thank you and apologies for being 'that guy'. ;)

    Literally two posts up. I'm suitably ashamed.
     
  3. After the first interval, TeamDeathmatch popped like I had set it. Seems to work so far. Outfits in TeamDeathmatch are also working for me now, Thanks k1ill!
     
  4. So I'm not sure if this is intended behavior, but it is possible to get a single kill RIGHT as events start, given certain circumstances. If the number of players in the event is over half the number of available spawn points, and grenades are in the kit, players can drop a grenade (click to begin dropping) with ~3 seconds left on the event start timer. For ease of explanation I'll use 4 spawn points, labeled A-D, and 3 players, labeled 1-3. I'm reasonably sure this is the behavior for spawning but if I'm wrong please correct me. This problem certainly does exist, even if I got the spawn thing wrong.

    During pregame, Player 1 is spawned at A, 2:B, and 3:C. After the game starts, player 1 is then spawned at D, player 2 at A, and player 3 at B. If players 1 and 2 both drop grenades at the proper time during pregame, at spawn points A and B, then immediately after game spawning players 2 and 3 will be killed by the grenades, with little to no chance of escape.

    This isn't super breaking, as it's only at the start of events. Also, if players sprint away from spawn points immediately, there is a chance of evasion, especially if there's a drop-off, potentially prevent death at least if not a large portion of the nade damage. If you wish to change this behavior, I'm thinking you could detect grenades thrown prior to event start, and despawn them at event start, or maybe make them do zero damage. Alternatively, 2-3 seconds of immunity immediately after spawning would do the same thing, as well as giving players a chance to respond to spawncampers, if that is desired behavior.
     
  5. k1lly0u updated Event Manager with a new update entry:

    3.0.71

     
  6. Friends still can't kill each other in Gungame
     
  7. You will need to speak to the author of whatever plugin you are using that is blocking damage. The hook is called in EM so there is nothing else I can do about it from my end
     
  8. ... ignore. :)
     
    Last edited by a moderator: Apr 22, 2017
  9. k1lly0u updated Event Manager with a new update entry:

    3.0.72

     
  10. How do you rename an event config? If love to rename several of my arena deathmatch to things like "primitive", "pistols", etc.. instead of "arenadeathnatch_1"...?
     
  11. /renameevent "eventname" "newname"
     
  12. Badass, thanks K1ll!!

    I am most pleased with your latest set of updates. Thanks for fixing the newly introduced bugs (like invis) so quickly and stabilizing things. It's been great so far. SO stoked for outfits in TDM working too!
     
  13. Couple bugs

    Turning voting off still shows the vote screen and events to click (turned it off because of another bug where the winning event from the vote wasnt even in the list to be voted on)
    When the plugin reloads auto events run, but unlike a couple updates ago it doesnt broadcast straight away
     
  14. Can someone help me out... I recently updated and now /event does not work???
     
  15. Lot of lag in events since today

    Code:
    18:10 [Warning] Calling 'OnEventPlayerDeath' on 'TeamDeathmatch v0.3.4' took 1135ms [GARBAGE COLLECT]
    18:10 [Warning] Calling 'OnEntityTakeDamage' on 'EventManager v3.0.72' took 1152ms [GARBAGE COLLECT][11:12]
    These two are causing garbage[11:12]
    18:11 [Error] Failed to call hook 'OnCreateWorldProjectile' on plugin 'EventManager v3.0.72' (NullReferenceException: Object reference not set to an instance of an object)
    18:11 [Stacktrace]   at Oxide.Plugins.EventManager.OnCreateWorldProjectile (.HitInfo info, .Item item) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.EventManager.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.CSharpPlugin.InvokeMethod (HookMethod method, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x00000] in <filename unknown>:0
    at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00000] in <filename unknown>:0
     
  16. So yours works????? I cannot even get the interface (/event) to show up.... it does NOTHING... I must be doing something wrong since it looks like yalls are working........
     
  17. yes mine works. I make sure to unload and delete ALL script and json files including in the data folder. I only keep my gun game weapon set file. then I drop them in my plugins folder one by one starting with eventmanager then eminterface... then the game type cs files, also one by one, waiting for each to for load.

    Then I do a little config editing then reload each one, one by one, starting with the games types, ending with EMInterface. Then i set up /event stuff. Seems to work for me.
     
  18. Failed to call hook 'OnEventPlayerDeath' on plugin 'ArenaDeathmatch v1.2.1' (NullReferenceException: Object reference not set to an instance of an object)

    This bug is causing players to not be sent home. Yes I know we're on 1.2.2 now, but unless you list the "other fixes" I don't know if I need to update.
     
  19. I am getting this:

    Failed to run a 5.00 timer in 'EventManager v3.0.72' (NullReferenceException: Object reference not set to an instance of an object)


    from EMInterface...........

    And my /event STILL does not work using your method.

    Here are related compiler errors:

    ChopperSurvival.cs(17,27): error CS0246: The type or namespace name `EventManager' could not be found. Are you missing an assembly reference? (yes EM was loaded first)
     
  20. yeh you're doing something wrong, we can clearly see EventManager isnt loaded in the error, just do a reload of EventManager, then do load * to register all the event types