deathmatch and gungame nobody is getting their inv back after an event and it leaves 1 or 2 people in the arena after it says it's ended
EventManager
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Total Downloads: 10,609 - First Release: Dec 16, 2014 - Last Update: Apr 19, 2018
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have a an old problem. if no one has joined the Event, he writes that the Event is closed. but in fact is still available Event. This is for at least in the auto event.
a timer in the config file are not changed. -
What should I expect that to do? My events used to reward my players with 'tokens' but I never knew what they were.
ServerRewards 'points' or whatever never increased...other than with time (I have it set to earn a point per hour).
I just assumed some kind of conversion was required and never looked into it any further.
Edit: I'm looking through the jsons now for gun game and event manager.
I don't even see where I would calibrate points per kill/win.
I know it used to be there somewhere?!Last edited by a moderator: May 4, 2016 -
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Ok, sorry.
Basically - how do I configure a monetary prize for winning a gun game event.
I use ServerRewards and would like my players to win more 'points' for it, if possible. -
TokensPerKill = 1,
TokensOnWin = 5, -
Ok, I can do that. Will test shortly.
In the past, though, a win would have given the player x 'tokens' but these did not become available as currency in 'Server Rewards' (/s).
Has that now changed?
Thank you. -
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Hmmm. I just checked with an 8 round event - white wash victory.
1 token per kill - 10 tokens per win.
There was no announcement about it but after the event I had 6 extra points showing in '/s'.
I don't know what tokens are or what the store is. Sorry if I sound obtuse but I can't find decent info on this. -
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Ok, I'll try over at GunGame. thank you.
Thanks dude.Last edited by a moderator: May 4, 2016 -
Hello , i have problem , when someone kill me in arena ,,, i can respawn in arena and too not out arena ,,,, every autokill , i need always disconnect and again connect to server
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Used /event launch, event launches every hour as it should but since I set it up last night and tried it today, it seems no matter how many people enter it does not start counting down till start. I've set minimum players to two players, and even with more than 10 players joining it still doesnt start automaticly, I have to force start it with /event start. Whats wrong?
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I've had that a few times. I found that unloading EM and GG then reloading them and launching sorted it out.
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I'm getting this error when the server is starting up:
Deathmatch, Gungame and Team Deathmatch are being loaded, should I not load them?
Code:[05/04/2016 18:14:11] [Oxide] 18:14 [Debug] at Oxide.Plugins.GunGame.OnSelectEventGamePost (System.String name) [0x00000] in <filename unknown>:0 at Oxide.Plugins.GunGame.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 [05/04/2016 18:14:11] [Oxide] 18:14 [Debug] at Oxide.Plugins.TeamDeathmatch.OnSelectEventGamePost (System.String name) [0x00000] in <filename unknown>:0 at Oxide.Plugins.TeamDeathmatch.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 [05/04/2016 18:14:11] [Oxide] 18:14 [Debug] at Oxide.Plugins.GunGame.OnSelectEventGamePost (System.String name) [0x00000] in <filename unknown>:0 at Oxide.Plugins.GunGame.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 [05/04/2016 18:14:11] [Oxide] 18:14 [Debug] at Oxide.Plugins.TeamDeathmatch.OnSelectEventGamePost (System.String name) [0x00000] in <filename unknown>:0 at Oxide.Plugins.TeamDeathmatch.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 [05/04/2016 18:14:11] [Oxide] 18:14 [Info] [Event Manager] Registered event game: GunGame [05/04/2016 18:14:11] [Oxide] 18:14 [Debug] at Oxide.Plugins.TeamDeathmatch.OnSelectEventGamePost (System.String name) [0x00000] in <filename unknown>:0 at Oxide.Plugins.TeamDeathmatch.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
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k1lly0u updated Event Manager with a new update entry:
2.0.2
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Thanks for the update. Here my debug file.
The problem of appear under the floor on second spawn with autoevent persist. If i can send you more info tellme please.
Sorry for my english.
Uploaded debug of manual event working fine without pass through the ground but, i cant see difference between these two files in the spawns lines.Attached Files:
Last edited by a moderator: May 5, 2016 -
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Turning off 'kill deserters' fixed this issue for me. Have you tried that? (Thanks K1lly0u)
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PS I did erase settings and data of eventmanager and all events and made new with the latest version.