Is it possible to add an function in eventmanager config, that admins can block certain commands during an event for all players on the server?
The Reason:
I use GUIShop at my server... and i have 2 things in there that stands in a conflict with ChopperSurvival and Slasher. (The User have the ability to buy daytime and heli despawn).
Now it would be awsome if i can set in config for example "/shop" to block the /shop command during an event. otherwise i remove the 2 abilitys xD
But i think it would be nice for other plugins too.
*This is only an idea and not Important![]()
EventManager
Moved
Total Downloads: 10,609 - First Release: Dec 16, 2014 - Last Update: Apr 19, 2018
- 4.92857/5, 56 likes
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i found the reason why KITS dont work !
If you have more than 29 Kits, it is not longer working select a kit via admin menu.
But u can select a KIT for classes if you have more than 29 Kits...
yes, i have 36 Kits xD
9 Classes
1 Jail
1 Autokit
9 Events
16 NPC´s -
When the event end, some people are stuck naked in the arena, they lost everything they had before joining it's really a big issue, I don't know if the issue is on EventManager or in Arena - Deathmatch... I saw other post who got the same issue. Is there a way to avoid this or even better, fixing it ?
The best I can do is telling people to join naked and disable the notp inside the zone so they can /home if they're stuck... -
3. i might have forgotten to set them as class
i'll check and report back
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I got a strange issue about timers when someone got killed in ArenaDeathmatch see the logs :
[Oxide] 19:41 [Error] Failed to run a 1.00 timer in 'EventManager v3.0.6' (NullReferenceException: )
[Oxide] 19:41 [Debug] at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
at UnityEngine.Component.GetComponent[EventPlayer] () [0x00000] in <filename unknown>:0
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
[Oxide] 19:41 [Error] Failed to run a 5.00 timer in 'EventManager v3.0.6' (NullReferenceException: )
[Oxide] 19:41 [Debug] at (wrapper managed-to-native) UnityEngine.Component:get_gameObject ()
at Oxide.Plugins.EventManager.EndSpectating (.BasePlayer player) [0x00000] in <filename unknown>:0
at Oxide.Plugins.EventManager+<ShowDeathUI>c__AnonStorey1.<>m__0 () [0x00000] in <filename unknown>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
Some more info, when someone die, he's considered out of the zone event.
When I died, i saw my body in spectate for around one sec then it's like it noclip the ground of the arena and I can't see it anymore, just stuck on this screen :
http://i.imgur.com/DdMqjdH.jpg
The enter and leave message are fired, then the event says you must return in the arena.
Also the return timer is not counting, it stop at 9.
I'm using the last source code for all files (the one you uploaded sunday).
I tried many reload of plugins, server restarts, remake configs etc.. but nothing changes.
Somes updates :
I changed the settings of the zone, I had the one you recommended in ArenaDeathmatch (without the kick out of zone). Now I only have the undestr option. The issue of corpse noclip is still here but if I spam jump or try to move sometimes I manage to respawn and return to fight. Also the timer error is gone with this settings update (I bet it's because there is no more nocorpse option in the zone, so no more nullpointer exception).
To fix this (until you find a real fix because death screen is really cool) I turned off ShowDeathScreen. Now I respawn directly without any issues
Btw, and I think it's the most important point, you're doing such a good work with those events plugins, it's not easy (and I know what i'm talking about as a fulltime game developer..), when the 3.0 will be finally out, i'll make a donation since you obviously put a lot of time into this dev
Keep going !Last edited by a moderator: Sep 13, 2016 -
5.
After doing 1 CTF match. if i make a new arena with CTF the first kill is an instant win. Made a video of it :x
i'll reload the plugins it should fix it, but i guess the data isnt correctly reseted
[DOUBLEPOST=1473793115][/DOUBLEPOST]A very nice Capture the flag event
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I was also updating the scores on player kills. I have changed the scoreboard to display flag captures now, hopefully that will entice players to actually try and capture the flag now they can't keep track of their kills.
Again, thanks for all the feedback guys. Its very helpful and much appreciated
[DOUBLEPOST=1473835719][/DOUBLEPOST]Any ideas of a good way of making the flag position known to players? It would be nice if ddraw text still worked -
"Sounds like it was breaking because the 'nocorpse' flag was destroying the corpse causing the method to end prematurely. That corpse is not the actual player corpse, it is spawned in as part of the death screen. Easily fixed though
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Haha ok nice trickSo ppl need to be aware their zone must have nocorpse set to false if ShowDeathScreen is on. Also for the corpses nocliping buildings, maybe you can try spawning it a lil higher ? I bet player pos are anchored to the foot so the spawned corpse overlap with structures and make physics struggling
Also, would it be hard to add a permission system ? because actually I don't mind logging to my server as admin (ppl never trust admins...), so my ingame account stay "normal" and still can manage/launch events manually with EMI.
Edit, finally adding the permission system were super easy ^^
Added :
Code:bool CanManage(BasePlayer player) { return player.IsAdmin() || permission.UserHasPermission(player.UserIDString, "event.manage"); }
Also added the perm in OnServerInitialized.
Ppl still think i'm a normal player mouhahahaLast edited by a moderator: Sep 15, 2016 -
ddraw text still work oO
[DOUBLEPOST=1473870652][/DOUBLEPOST]No k1lly0u
i think it has to do with the damage.
Because i noticed most of the time it's when you kill with a headshot.
[DOUBLEPOST=1473870898][/DOUBLEPOST]most likely: OnPlayerDeath isn't called. -
would it be possible to add 2 class selections like one with 9 gun classes and one with 9 melee classes for different events, or even possible?
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I have another plugin called "Player Challenges". Kind of like a leaderboard, whoever has the most kills gets a title, most reasources blah blah. Is there anyway I can make it so when a player joins an event his kills don't count towards that leaderboard? Kind of like moving him to a "arena" group when he joins, and moving him back to the default player group once he leaves.
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You forgot to put permissions on /event start, end , etc ^^
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anyway it's working like a charm for EMI and even for /event start, close, end etc..
Btw, i'm ran a lot of ArenaDeathmatch events on my server and it's working super wellNot even an error nor lag. Only fun for everyone
Are the reward points working atm ? Edit : yes they are, atleast for ArenaDeathmatch.Last edited by a moderator: Sep 16, 2016 -
I have one more idea for GunGame ^^
Yeah, its no Bug or Problem. Only a Feature.
GunGame: Can you add in Config that the Downgrade weapon add´s the attacker a level too ?
Not only take a level from Victim. All use only the downgrade weapon and the GunGame never end xD -
use the gun you need to go up. The go back thing is for fun and strategy and the penalty is you don't advance
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haha I do the same thing, but use BetterChat to make my name normal colors, that way I can have auth lvl 2 still -
CTF Scoring is wrong. If Team A takes the flag home, Team B get the point.
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Hey, can someone answer me if time settings in this plugin is in minutes or seconds? 60 interval to enter gungame . Is it 1 hour or 1 min? I kept waiting and it won't start within one min
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I found that if you have ShowDeathScreen set to true in Event Manager, and you have NoCorpse set to true in Zone Manager, when it removes the corpse for the player that died, they get stuck on the respawning death screen and can't respawn again. Even if I end the event manually, they are stuck on that screen and can't respawn. Setting NoCorpse to false seemed to have fixed the problem. Also as a note, this was in ArenaDeathmatch. Not sure if it does it in other game types, guessing it is a EM bug.
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