EventManager

Moved

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

4.92857/5, 56 likes
  1. There are 2 new functions other plugins can use, plus the old one. They are as follows;
    Code:
    (bool) isPlaying(BasePlayer) // Returns true if the user has joined an event, else false
    (void) JoinedEvent(BasePlayer) // Called when the user has joined and the event has started or is starting
    (void) LeftEvent(BasePlayer) // Called when the user is leaving the event//To use the new ones simply include a function in your plugin like follows
    void JoinedEvent(BasePlayer player)
    {
       // Do stuff here
    }

    @Juicifer @DylanSMR Thanks for the feedback, the issues you mentioned should be fixed in the attached versions
     
  2. Hahaha was just now playing like 2 mins (cause stuck in work so was just playing alittle) with the new Event manager and I must say @k1lly0u WOW! That UI changes everything and its so f simple now, I belive that there will be no more *cough* questions *cough* in support thread :D Nah really great job cause this is now so much easy to use - still not saying that using cfg's was hard lol (it is also simple ;) Real thumbs up on this and cannot wait till I am back from work to play more with it :)
     
  3. Some further possible issues I have noticed:

    With

    Code:
        "AnnounceEvent": true,
        "AnnounceEvent_During": true,
        "AnnounceEvent_Interval": 30,
    
    I still do not get the event open announcements each 30 minutes

    Also when I enable auto events and the first event is not successfully joined, auto events disables itself and must be re-enabled manually to continue. Randomize List also keeps disabling itself.

    On a side note: to enable auto events on server launch automatically should I still use timed execute with the event launch command ?
     
    Last edited by a moderator: Aug 29, 2016
  4. This should fix the announcements. Note that the time is in seconds not minutes. Event will now close when unsuccessful and it should start the timer to open the next event. Randomize list will disable itself upon reload of either EM on EMI
    TimedExecute should work fine for starting auto events
     
  5. Will try that, thank you for these quick updates.

    Quick question: how do I place the flag for CTF? just spawn in a flag on each side and use SIL to paste the image from the config?
     
  6. Sorry I probably should've added some more information, I did mention it was late and I would probably forget things :p
    The flag spawn is the 1st spawn point of the spawn file, so you will probably want to make some separate spawn files for CTF. The plugin will automatically download the image that you set in the config to file storage when the plugin is loaded and when the sign spawns the image will be applied. Don't go and place a sign somewhere because it wont work lol
     
  7. Ok so I just tested Last Man Standing and the event runs and sends people home BUT

    The second final person in the event who dies (the one whose death triggers the end of event) keeps the Timer, Scoreboard and "Winner has Killed Victim. 2 Players(s) Remaining!" at the top of their screen until reconnect (Plugin reload does not fix it either)

    Players are not given the kit, they are teleported into the event with all of their current gear BUT if they drop anything and then lose the event, they get everything restored which is good.

    Scoreboard seems to have text overlapping: https://i.gyazo.com/25a2a26ff9987ab97b7c32d1f38b0cfa.png



    EDIT: All players have "Victim has left the event x Players remain" stuck on their screen too
     
    Last edited by a moderator: Aug 29, 2016
  8. @k1lly0u could you do some event that would be like Kill the boss? Lets say a group of 5 people will have x amount of lives to fight vs one man (player randomly choosen or selected by admin - lets say sometimes admin would play the boss ;) so would be fine to be able to selec), the one man "boss" would have configurated multiplier of life depending on how much people are inside event (so if 10 vs 1 it will be lets say 10x2 ect..) be able to choose one spawn file for boss and spawns for the specops team ;) Anyway going ot test now this things to post some feedback ;)
     
  9. error when LMS winner
    Code:
    (20:27:49) | [Oxide] 20:27 [Info] [Event Manager] Saved player statistics
    (20:27:49) | [Oxide] 20:27 [Error] Failed to run a 1.00 timer in 'EventManager v3.0.4' (NullReferenceException: Object reference not set to an instance of an object)
    (20:27:50) | [Oxide] 20:27 [Debug]   at Oxide.Plugins.EventManager+<OnExitZone>c__AnonStorey3.<>m__0 () [0x00000] in <filename unknown>:0
      at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
    Also players did not get kits, they were ported with their gear
     
    Last edited by a moderator: Aug 29, 2016
  10. @Juicifer
    I think it may of been ending the event before it had time to properly restore the second to last player. But that's just a guess-timation :p I added a delay before the event ends which should hopefully fix that.
    Couldn't find a problem with kits being issued in the event, but I may of accidentally fixed it whilst playing with some other things. See how you go
    Fixed overlap on scoreboard, need to see if the scoreboard height needs to be extended to take all the entries. Its set to 10 scores, plus the additional information. If you happen to see please let me know.
    Added extra checks to make sure UI is destroyed properly
    @Brko™
    I think that may be related to my first comment, hopefully ;)
    Your event sounds like it would be fun, unfortunately I don't really have the time at the moment to start any thing new. I was thinking about writing a bunch of notes down to maybe entice some other devs to make some events. They are quite easy to do with a platform like EM and I would like to see what others come up with

    I changed a few things across the board so I am posting the whole lot again. The biggest change was one that Reneb suggested, players will no longer die. When they take critical damage, just before they die, they will be force re-spawned, skipping the death screen. This should improve performance all around. In the testing I did by myself it seemed to work well so report back if there are any issues with it.
    I also added features to stop arena players damaging non-arena players and vice-versa. I remember when I used to run a server I would always get 1 or 2 dickheads that would stand outside the arena and try and kill the players lol. This should stop that from happening
     
    Last edited by a moderator: Jan 11, 2017
  11. Updated to the latest files and still have these issues:

    Last Man Standing -
    Final person who wins has their items restored, everyone who dies first is re-spawned fresh on the beach. They can go back to their last location before they joined the event and will find their dead body with old gear that they had.

    Nobody is given kits still (I have remade configs and ensured the kits exist and are spelt correctly, is there something i should/shouldnt be doing when creating the kits ?)

    At the end of the event the winner is announced twice

    Aside from that there are no scoreboard/UI issues anymore that I can see
     
  12. Same problems with respawning back and kits :( still all other works perfect,no console errors what i see
     
  13. There is no spawn file option in GunGame
     
  14. I'll be sure to look into this later
     
  15. Full suport for this version ! Good Luck and fun for testing :D
     
  16. (20:39:29) | [Oxide] 18:38 [Error] Failed to call hook 'cmdChoose_Class' on plugin 'EventManager v2.0.24' (NullReferenceException: Object reference not set to an instance of an object)

    (20:39:29) | [Oxide] 18:38 [Debug] at Oxide.Plugins.EventManager.cmdChoose_Class (.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 (HookMethod 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 name, System.Object[] args) [0x00000] in <filename unknown>:0
     
  17. @k1lly0u i thank you a lot for taking this project back and making it into something that looks like something and so good :)
    couple fixes sure, but i really love to see all this done :)
     
  18. I have a play tonight and see if I can find the issue
    Can you give some more details?
     
  19. Thanx, about GunGame spawnfile, when creating event in Menu, there is no option to select Spawns file so when trying to start the event its yelling No Spawns file detected.
     
  20. EMI update has a few UI tweaks, and changes to the voting system for auto-events
    EM update fixes the kits issues for players who join before the event has started
    Deathmatch update just contains a bunch of hook information for creating your own event
    Gungame update fixes spawn file issue when creating
    LMS update has a couple of tweaks to the end of round