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
EventManager
Moved
Total Downloads: 10,609 - First Release: Dec 16, 2014 - Last Update: Apr 19, 2018
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Glad its working for ya -
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[]
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"DeathMatch - Zone - Name": "22191290", -
oh that makes sense , on the plugin page it said that i should put the name not the id
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hmmm i should change it ^^
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you need to do /zone_list , and find the zone id that you are using with the deathmatch plugin.
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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
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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?
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it is possible yes i dont think i implented it yet.
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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. -
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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; }
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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
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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! -
Reneb updated Event Manager with a new update entry:
1.2.19
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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
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.
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.
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
Thanks