EventManager

Moved

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

4.92857/5, 56 likes
  1. Not sure whats going on but there seems to be an issue once the event has started. Players wont spawn in with there kits. The name for the kit is set to deathmatch which matches the config
     
  2. its cap sensitive so by any chance is one Deathmatch and the other is deathmatch???
     
  3. Turns out that stupid me cannot make kits at 3am haha I forgot to add "items" when making the kit.
     
  4. Ah don't worry Ive been there :)
    Glad its working for ya
     
  5. It doesn't spawn players properly , instead of the 4 spawn points i made the players are being spawned outside the arena all in one place . Also this is in the console NetworkData.Write - no handler to write System.Object[] -> System.Object[]
     
  6. Open your arenadeathmatch.json file and edit the below line. Change 22191290 to the code of your safezone not the name you set with /zone name

    "DeathMatch - Zone - Name": "22191290",
     
  7. oh that makes sense , on the plugin page it said that i should put the name not the id
     
  8. hmmm i should change it ^^
     
  9. so question, since I was using "DeathMatch - Zone - Name": "Deathmatch", it isn't actually using the zone? I ask as it seemed to work and nobleed was working.
     
  10. you need to do /zone_list , and find the zone id that you are using with the deathmatch plugin.
     
  11. How to do so after the death match, the game was closed and opened again only after entering the console commands?? In the config wrote AutoEvent - false. not helped
     
  12. Did you guys noticed that if you have any attachments on a gun then enter the arena the attachments disappear after the arena is done and you are given your stuff back?
     
  13. it is possible yes i dont think i implented it yet.
     
  14. Wulf

    Wulf Community Admin

    @Reneb, what would be the best way to detect if a player is active in an event? I didn't see any obvious way to check from another plugin.

    I basically just need to disable a feature in a plugin if a player is active in an event.
     
  15. You also lose ammo that is loaded in the gun. Some players have reported losing half some have reported losing all that was loaded.
     
  16. Reneb updated Event Manager with a new update entry:

    1.2.18


    [DOUBLEPOST=1447713174][/DOUBLEPOST]added:
    Code:
    bool hasEventStarted()
            {
                return EventStarted;
            }
            bool isPlaying(BasePlayer player)
            {
                EventPlayer eplayer = player.GetComponent<EventPlayer>();
                if (eplayer == null) return false;
                if (!eplayer.inEvent) return false;
                return true;
            }
     
  17. can it be made so the event signup stops after a period of time if no one has joined it. currently it spams every 120sec how to join event, all the day if no one joins after the event.launch has been initiated
     
  18. There seems to be a few problems with the mod.
    1. When people leave the arena the weapon mods attached to weapons dissapear, and also the ammo.
    2. It also spawns people with random amount of ammo in the gun, as soon as they join/spawn

    Would it be possible to add a 2-4 sec delay in spawn ?

    great mod tho!
     
  19. Reneb updated Event Manager with a new update entry:

    1.2.19

     
  20. Not Sure What I am doing wrong. Installed Event Manager, first, then GunGame, loaded fine.

    Code:
    [Oxide] 8:33 PM [Info] Loaded plugin Event Manager v1.2.19 by Reneb
    Oxide] 8:34 PM [Info] Loaded plugin Gun Game v0.2.4 by k1lly0u
    [Oxide] 8:34 PM [Info] [Event Manager] Registered event game: GunGame
    Go through setup,

    Code:
    > event.game GunGame
    [Oxide] 8:36 PM [Info] [Event Manager] GunGame is now the next Event game.
    > event.spawnfile testing
    [Oxide] 8:36 PM [Info] [Event Manager] Spawnfile for GunGame is now testing .
    > event.minplayers 2
    [Oxide] 8:37 PM [Info] [Event Manager] Minimum Players for 2 is now testing (this is only usefull for auto events).
    > event.maxplayers 10
    [Oxide] 8:37 PM [Info] [Event Manager] Maximum Players for 10 is now testing.
    > event.launch
    The Event is now open for : GunGame !  Type /event_join to join!
    [Oxide] 8:38 PM [Info] [Event Manager] Event "GunGame" is now launched.
    Play the event, auto launches event perfectly, then once the game is over and a winner is declared. The Winner leaves the arena with the last weapons and gear of the game, but looses what they had prior to joining event, everyone else that lost, works as planned and they get back their original gear.
    throws an error:

    Code:
    > event.end
    Event: GunGame is now over!
    [Oxide] 8:40 PM [Error] Failed to call hook 'OnEventEndPost' on plugin 'EventManager v1.2.19' (KeyNotFoundException: The given key was not present in the dictionary.)
    [Oxide] 8:40 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.AutoEventNext () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.EventManager.OnEventEndPost () [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 (System.Reflection.MethodInfo 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 hookname, System.Object[] args) [0x00000] in <filename unknown>:0
    [Oxide] 8:40 PM [Info] [Event Manager] Event "GunGame" has ended.
    Then plugin fails from there, try opening event get and error similar to below, try event.launch and get the below error. Only way to get it to open event again is to unload gungame, then unload eventmanager, then repeat above process.

    Code:
    > event.launch
    [Oxide] 8:16 PM [Error] Failed to call hook 'ccmdEventLaunch' on plugin 'EventManager v1.2.19' (KeyNotFoundException: The given key was not present in the dictionary.)
    [Oxide] 8:16 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.AutoEventNext () [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 Oxide.Plugins.EventManager.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.CSharpPlugin.InvokeMethod (System.Reflection.MethodInfo 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 hookname, System.Object[] args) [0x00000] in <filename unknown>:0 
    If no one else is having the same issue as I am, then I know I am doing something wrong, and missing the little thing... Please point me in the right direction...

    Thanks