EventManager

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

4.92857/5, 56 likes
  1. FWIW, I've fixed it on my server. The problem was in the ZoneManager plugin where it falsely detected a player exiting the zone area. It teleported them back just inside the area. The fix is to check if the player is *really* outside the area, and not teleport them if they're not.
     
  2. I found this to be true. Thanks for the info.
    I'd love to be able to get on board and give some feedback but in my limited experience so far I just can't test this on my server.

    I've been trying to test TDM to get some info for you but am having serious dying/respawning issues.
    For example, I died on metal spikes and when I spawned the game acted as if I was still in metal spikes.
    I died about 5 times over with the same results...Even admin-flew across the map in god mode but when i turned off god mode I was killed by the 'spikes'.

    Also, I seem to get stuck in the respawn screen for a little while, and if I press spacebar I'm spectating the players on my map - Guys who aren't in the event.

    As a side note, zone manager still has the same detection bug I reported months ago.
    If you leave the zone that's detected but after about five seconds it decides you're in the zone again.

    I know that's not strictly anything to do with this plugin, but since this plugin makes it obvious I thought I'd point it out.
    A long time ago this prevented me from having arena spectate zones beside arena zones.
    No matter how precise you are, the lines always get blurred and spectators can't TP, or players can.

    Edit: It turns out my character is permanently acting as if he's stuck in metal spikes, even after EM+plugins reload, and game restart.
    Short of restarting the server, not sure what to do.
     
    Last edited by a moderator: Sep 28, 2016
  3. Hey again.
    Another bit for you.

    When a player dies and respawns (in GunGame, anyway) everything seems to work at first but then within a few seconds all the buildings/textures reload.
    During this period the player usually falls through the floor and dies.

    The selected weapon also glitches out and has to be de-selected and reselected.
     
    Last edited by a moderator: Sep 28, 2016
  4. I just downloaded and tried out Slasher. I couldn't get it to start as it would say "Slasher can only be played at night time". I took a look at the code and found on line 142.
    Code:
    if (usingSlasher)
                {
                    if (TOD_Sky.Instance.Cycle.Hour < 20 || TOD_Sky.Instance.Cycle.Hour > 7)
                        return "Slasher can only be played at night time";
                }
    The changed the logic from || (OR) to && (AND) and it is now working just fine for me.
     
  5. so hey reneb i got a problem if i want to load myspawnfile it wont loet my what can i do
     
  6. Code:
    if (isDieing)
    {
         return 0;
    }
    This code is the problem I was having with ChopperSurvival. A chopper would reach 0 health on one of its bars, but would become invincible and never die. What I think is happened is in the DealDamage() function, at the very end it would determine the chopper was dead and call AI.CriticalDamage(). However, I think sometimes the call would not go through sometimes (maybe server lag or something), but the code i have posted would keep DealDamage() from running all the way through making it so the chopper would not take anymore damage and AI.CriticalDamage() could never be called again. For now I simply commented this segment out and bug free so far. Here is what I recommend to change to keep the AI.CriticalDamage() from being called continuously.
    Code:
    if (isDieing)
    {
         if (AI.GetCriticalState() == false) AI.CriticalDamage();
         return 0;
    }
    I don't know the Oxide API at all, so I made up a call to check for the Helicopter's Critical State.
     
  7. For Slasher, I have a few bugs/requests.
    • The damage modifier in the config file does not actually modify the player's or the slasher's damage.
    • If player time is set to 0, the overall timer acts wonky.
    I kinda like the preset idea of slasher, but I'm trying to adapt it to a different game type I had in mind with similar rules. Instead of the slasher getting a shotgun, he gets a bone knife with damage modifier high enough to one-shot kill players. The players spawn with SMGs with 1 clip of ammo and reduced damage modifier and a flashlight attachment. In testing this with my players, it is really fun, but the damage modifiers don't work so the gametype doesn't play out as intended. The slasher gets gunned down everytime they jump out of the shadows. Also, I don't want there to be a player phase where they "hunt" the slasher since they are kinda already doing that in this version, but setting the player phase timer to 0 causes the timer for the round to act funny. Also, when a player or slasher dies and is sent to the loser spawn cage, can their items plz be removed?
     
  8. Hi~ Kunazai
    Change this one?

    Code:
    public int DealDamage(HitInfo info)
                {
                    if (isDieing) return 0;
                    int pointValue = 0;
     
  9. Yeah
    Yeah that one. I was inserting other lines of code for debugging and forgot original format was just one line. Just comment out the if statement to bypass it though. I don't know what code should directly replace it like I mentioned before. Bypassing it will make the chopper keep calling AI.CriticalDamage() whenever the chopper takes damage after they hit 0 hp, which visually makes the chopper do a jerky spin animation whenever it is hit. But it will at least not become invincible.
    Code:
    public int DealDamage(HitInfo info)
                {
                    //if (isDieing) return 0;
                    int pointValue = 0;
     
  10. For everybody whos interested, tested GG today, without nocorpse flag (like said in few posts above) it works perfectly, all were respawned correctly with all items they had when joining back, nobody was left behind naked or what ever, tested it with few other flags from zone manager, only nocorpse and eject flags are causing problems, other is okay

    will test today other events - when ill prepare all arenas in fortify :D
     
  11. Hey,
    Thanks for the info.
    Do you not have the issue of all walls/buildings reloading on spawn, allowing the player to fall through the arena?
     
  12. not at all - i dont build on watter or under map/ in heaven.... I allways try to find the best place with ground to have the arenas
     
  13. Damn. Yeah, all of my arenas are at sea.

    I have about five or six that we use regularly and pasting them, or rebuilding them, on land just isn't practical.
    I doubt I'm the only one?!
     
  14. i am test too and i have a problem with the kit and class don't work for me in manual and auto how i can't fix that?


    Problem fix i have look /kit list and the list is too high !

    i can change the kit and chose class but i don't have any kitor class in event and i don'y have error in console !
     
    Last edited by a moderator: Oct 2, 2016
  15. I'm having an issue with players joining an event late. If they join the event after it already started, and the zone has Eject set to True, they get teleported out of the zone and repeatedly blow up from trying to desert the match until they type /event leave
     
  16. change /zone eject true for false
     
  17. Got a major problem, people seem to be able to join event, then leave before the start timer, and its classing them still in the event, giving them the kit every round, and they can simply put it in a box and get a new kit every round with out being in the event?
     
  18. I'm looking to do some testing and work through the last couple of bugs tonight, if anyone is available between 10-14 hours from this post it would be great if you could join. Hmu on steam if your free
     
  19. Yeah, i found this was a work around for the problem, but I wanted to keep disruptive players from interfering with arena events.
    [DOUBLEPOST=1475566528][/DOUBLEPOST]
    Didn't see this post till now, if you still need any help with testing I'll be available tomorrow (tuesday).
     
  20. Doing another test in about 20 hours if your free. Feel free to add me on steam