EventManager
Moved
Total Downloads: 10,609 - First Release: Dec 16, 2014 - Last Update: Apr 19, 2018
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Have you checked your auto configs to make sure everything's spelled correctly? All the spawn file names, kit names etc?
Do you get any error or indication as to why it hasn't worked?
Does the initial event work when you do /event launch? -
Yeah they work with /event launch its just strange because i just tested them to run 2 mins apart and it worked fine
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You're setting it to 240, right?
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Yeah, sorry...My bad. 14400..
IDK. Maybe hours need to be formatted differently.
Hopefully someone else will know.
[DOUBLEPOST=1471112510][/DOUBLEPOST]In the meantime, maybe test with it set to 1 hour?
Nothing to lose, really. -
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Is there any option to send Winner Message via the game Chat?.. just to see who wons and make it public... thanks
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No help for me? :/
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The final 2 players of the event are not respawned back to their old locations or given the gear back. It seems like the exact time the final kill is made the plugin is pretty much disabled and those final 2 players do not get the chance to redeem their old gear and must respawn completely fresh.
Does anyone else have this issue?
Possible error log below:
Code:[Error] Failed to run a 1.00 timer in 'EventManager v2.0.24' (NullReferenceException: Object reference not set to an instance of an object) [Debug] at Oxide.Plugins.EventManager+<OnExitZone>c__AnonStorey5.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
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Players on my server are spawning fine into an arena, but after they die, they spawn just outside the arena instead of inside. I've built an entirely new arena along with a new zone, but the problem persists.
eject and ejectsleepers are set to false.
This issue seems to date back to at least 2015, but I can't find a resolution.Last edited by a moderator: Aug 15, 2016 -
I cannot get the auto launch to work. I've added in the zone IDs and the code in the overview. Kits set, everything is set. Sometimes I'll eventually get an error or sometimes it will start if I manually start it.
Usually i can launch it once, then I start getting an error if I try to launch again, I'll restart the server and lose complete access to event commands. I'll enter commands but it returns nothing.Last edited by a moderator: Aug 17, 2016 -
Also when I launch team deathmatch it asks me to join a class, even though it is set to false.
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How can i Disable Death messages and Token win in Event manager thx!
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Really anxious for this big update for this that's coming I see some $$ in your future
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I know its taken a while, but what I ended up doing was a pretty big task and it didn't help that I kept adding to/changing it. It has a separate plugin just for the interface which is used to control the events and event setup (like the Quests UI but better)
All that's really left is to do is a few small bits and pieces and some local bug testing and then Ill release it for public testing. Once its all good I'll start the horrific task of localization so I can post it. I'm not looking forward to it one bit -
Sorry to keep bugging you but this is making little sense to me. When I type /event launch nothing happens. After that I can no longer even use any kind of event command unless I delete the eventmanager.config file
Code:{ "Announce_Event": true, "AnnounceDuring_Event": true, "AnnounceEvent_Interval": 120, "Battlefield_Timer": 1200, "Default_Gamemode": "Team Deathmatch", "Default_Spawnfile": "tdmspawns_a", "KillDeserters": true, "Messaging_MainColor": "#FF8C00", "Messaging_MsgColor": "#939393", "Required_AuthLevel": 1, "UseClassSelector_Default": true, "UseEconomicsAsTokens": false, "z_AutoEvents": { "AutoCancel": true, "AutoCancel_Timer": 300, "GameInterval": 1200, "z_AutoEventSetup": [ { "CloseOnStart": true, "EventMode": 1, "GameType": "Deathmatch", "Kit": "", "MaximumPlayers": 20, "MinimumPlayers": 2, "Spawnfile": "deathmatchspawns", "TimeLimit": 1800, "TimeToJoin": 60, "UseClassSelector": false, "ZoneID": null }, { "CloseOnStart": false, "EventMode": 0, "GameType": "TeamDeathmatch", "Kit": "tdmkit", "MaximumPlayers": 20, "MinimumPlayers": 2, "Spawnfile": "tdmspawns_a", "TimeLimit": 0, "TimeToJoin": 60, "UseClassSelector": false, "ZoneID": "tdm" }, { "CloseOnStart": false, "EventMode": 1, "GameType": "GunGame", "Kit": "ggkit", "MaximumPlayers": 20, "MinimumPlayers": 2, "Spawnfile": "ggspawns", "TimeLimit": 0, "TimeToJoin": 60, "UseClassSelector": false, "ZoneID": null }, { "CloseOnStart": true, "EventMode": 0, "GameType": "ChopperSurvival", "Kit": "cskit", "MaximumPlayers": 20, "MinimumPlayers": 1, "Spawnfile": "csspawns", "TimeLimit": 0, "TimeToJoin": 60, "UseClassSelector": false, "ZoneID": null } ] } }
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I tried to do a work around and just have it set that when I announce the event everyone just auto joins automatically. I put some code together, but it's not working and it's hard to debug without being able to stop and put breakpoints.
Code:public object OpenEvent() { if (EventOpen) return $"{EventGameName} is already open"; ELog($"Opening Event {EventGameName}"); var success = Interface.Oxide.CallHook("CanEventOpen"); if (success is string) return (string)success; EventOpen = true; EventPlayers = new List<EventPlayer>(); var name = EventGameName; if (EventMode == GameMode.Battlefield) name = "Battlefield - "; BroadcastToChat(string.Format(GetMessage("MessagesEventOpen"), name)); Interface.Oxide.CallHook("OnEventOpenPost");//code I wrote to get everyone to auto join if (EventOpen) { foreach (Baseplayer player in BasePlayer.activePlayerList) { player.SendConsoleCommand("chat.say /event join"); } } ELog($"Game type: {EventMode}"); ELog($"AutoEvent: {AutoEventLaunched}"); ELog($"{EventGameName} Successfully opened"); return true; }
Last edited by a moderator: Aug 20, 2016