EventManager

Moved

Total Downloads: 10,609 - First Release: Dec 16, 2014 - Last Update: Apr 19, 2018

4.92857/5, 56 likes
  1. Yes the loss of Silencer and Holosight is a pitty. Can confirm that on event end & warp back.

    Plus i got the problem that the /reward GUI is not popping up? Has anyone a idea on that or can confirm the error?

    kind regards
     
  2. I have the same problem with the reward GUI.
     
  3. hey reneb i think this needs to be updated for the newest kits plugin i created a kit called Deathmatch when i try to do event.kit Deathmatch in the console says that kit does not exist which it does
    [DOUBLEPOST=1442906010][/DOUBLEPOST]i cant get it too spawn the kits in after joining the deathmatch i gave zone setup but that console command event.kit wont let me choose any kits i create and after we leave the arena I cant spawn in any kits I have to reload both plugins again and then it allows me to spawn kits in again
     
  4. yes it's normal.
    When the server initializes: all plugins get loaded at the save time and initialized after
    but when you reload a plugin, if a plugin uses this plugin, the 2nd plugin will use the OLD version of the 1st one.
    so you need to reload the 2nd plugin AFTER so it uses the NEW version of it.

    Nothing that can be done here.

    Most of the time it shouldnt matter
     
  5. i cant get it too load the kit in though ive done the zone and the kit and the kit command will not recognize the kit i made i made kit called Deathmatch and then i do event.kit Deathmatch in the console and it cant find the kit it use to work fine
     
  6. try making the kit in minimal : deathmatch
     
  7. Reneb updated Event Manager with a new update entry:

    1.2.13

     
  8. Having similar issue:

    event.kit XXXX is returning error message:

    Code:
    [Oxide] 12:46 PM [Info] [Event Manager] The Current Event doesn't let you select a Kit
    in EventManager.cs this is lines 1512-1517?

    Code:
                success = Interface.CallHook("OnSelectKit", new object[] { kitname });
                if (success == null)
                {
                    return "The Current Event doesn't let you select a Kit";
                }
                return true;

    I don't understand this, sorry =(
     
  9. meaning no caps
     
  10. I think reneb misunderstood your issue. "event.kit deathmatch" is the default kit. If a user has selected no kit, this is the kit it automatically goes too. But if users are using multiple kits, and do "event.kit Deathmatch", that should activate a unique kit since it's case-sensitive. so "event.kit deathmatch" works if you're only using 1 kit, but we were previously able to do "event.kit Deathmatch" or "event.kit pistols" and swap kits on the fly, but now receive the error message above.

    Sorry for the confusion, hope this clarifies.
     
  11. How i can start autoevent correctly? I've got Event Manager and Event - Deathmatch. When i'm typing in console event.launch Deathmatch - it's start correctly, but when someone join event, i've got this.
    Code:
    For_Stelmax зашел на эвент!  (Всего игроков: 1)[Oxide] 4:28 PM [Error] Failed to call hook 'OnEventJoinPost' on plugin 'EventManager v1.2.13' (KeyNotFoundException: The given key was not present in the dictionary.)
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)[Oxide] 4:28 PM [Debug]   at System.Collections.Generic.Dictionary`2[System.String,System.Object].get_Item (System.String key) [0x00000] in <filename unknown>:0  at Oxide.Plugins.EventManager.OnEventJoinPost (.BasePlayer player) [0x00000] in <filename unknown>:0  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)
    And when i try to start event.launch Deathmatch, i've got this

    Code:
    [Oxide] 4:25 PM [Error] Failed to call hook 'ccmdEventLaunch' on plugin 'EventManager v1.2.13' (KeyNotFoundException: The given key was not present in the dictionary.)
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)[Oxide] 4:25 PM [Debug]   at System.Collections.Generic.Dictionary`2[System.String,System.Object].get_Item (System.String key) [0x00000] in <filename unknown>:0  at Oxide.Plugins.EventManager.OnEventOpenPostAutoEvent () [0x00000] in <filename unknown>:0  at Oxide.Plugins.EventManager.LaunchEvent () [0x00000] in <filename unknown>:0  at Oxide.Plugins.EventManager.ccmdEventLaunch (.Arg arg) [0x00000] in <filename unknown>:0  at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&)  at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 
     
  12. The spawns plugin os probably missîg
     
  13. Spawn plugin was at that time, also spawn points have been marked, stored and recorded for the opening event. The problem arose after I wrote event.open Deathmatch and event.launch
    The problem was solved after restarting the plugin.
    Now I have another problem:
    Since I have a server for Russian speakers, I began to translate this plugin, and faced with a problem. When you start Event - writes the text from the config file, one that you need, but after the cooldown begins autoannoncer display the original English text (the name of the opening event all the same output)
    "Event Battle in the castle in now opened, you join it by saying / event_join"
    This text is not in the config file, but there is in the plugin.
    Code:
            void AnnounceEvent()
            {
                var message = "Event {0} in now opened, you join it by saying /event_join";
                object success = Interface.CallHook("OnEventAnnounce", new object[] { });
                if (success is string)
                {
                    message = (string)success;
                }
                BroadcastToChat(string.Format(message, EventGameName));
            }
    And constantly this error when events started

    Code:
    [Oxide] 9:44 PM [Error] Failed to run a 780.00 timer in 'EventManager v1.2.13' (FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.)
    (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64)[Oxide] 9:44 PM [Debug]   at System.String.FormatHelper (System.Text.StringBuilder result, IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0  at System.String.Format (IFormatProvider provider, System.String format, System.Object[] args) [0x00000] in <filename unknown>:0  at System.String.Format (System.String format, System.Object arg0) [0x00000] in <filename unknown>:0  at Oxide.Plugins.EventManager.CancelEvent (System.String reason) [0x00000] in <filename unknown>:0  at Oxide.Plugins.EventManager.<OnEventOpenPostAutoEvent>m__2 () [0x00000] in <filename unknown>:0  at Oxide.Core.Libraries.Timer+TimerInstance.Update () [0x00000] in <filename unknown>:0 
    This is an autoevent config
    Code:
      "AutoEvents - Config": {
      "0": {
      "closeonstart": "false",
      "gametype": "Битва в замке",
      "maxplayers": "10",
      "minplayers": "2",
      "spawnfile": "pvpcastle",
      "timelimit": "780",
      "timetojoin": "30"
      }
      },
    And sorry for my worst english
     
  14. Is it possible to disable the friend fire only for the event?
     
  15. only if you use rutio friendly fire
     
  16. yes in my server I have rustio but I mean can I set the friendly fire off for the arena?
     
  17. Hey Reneb! how about to fix a problem that after an event players received their saved(before event) guns REPAIRED and AMMO loaded.
    How it works on my server: 1 players fill out inventory with guns(without ammo and broken) and joins deathmatch, then tp to deathmatch and fight. After event, tp back and receive all guns repaired + 3/4 ammo in it. You can test it your own.
    Hope it will be fixed somehow
     
  18. How can I sto the out event
     
  19. oxide.reload EventManager