Your either missing a config entry and have some invalid in it. Did you delete the configs before updating like I said?
AFAIK I can't force weapons into a players hand
You could achieve this with the respawn screen
Auto auto events are already a thing, check the config
Not sure about that, I'll have a think about it
The code already exists to show the zone name, zone manager needs a update with the appropriate hook
I'll probably leave it the way it is, too messy to do. I'd either have to close the ui so you can type which would involve a lot of shit and support for things like better chat, or make a onscreen keyboard. It's just as easy to type the command afterwards
Fixed locally, seemed to be a issue with some phantom items appearing in the players inventory causing restoration to fail which started a chain of errors
GunGame doesn't use kits. If you read the information on the first page you would see that it's different. Use the chat commands provided to make your weapon sets.
GunGame generates the default set when it loads. However there may be a issue if it has bone armour in it since it was removed or shortname was changed. Error checking has been added to the next version
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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Day killed it and everything is useless.Loaded,unloaded.So nothing works((
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I understand you,I'm going to run the old version.This is for me difficult!
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Weapon selection.
Can you force no selection?
It seems like a gun is selected on spawn but not actually drawn so I have to unselect (as if to put it away), then reselect.
Maybe it's only me?
Auto Events.
Got it.
Thank you.
Respawn Screen.
I don't see the option. Am i missing it?
Zone Manager.
Good to know. Thanks.
Typing.
Understood, and fair play.
Thanks for the detailed reply man.
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Unload GunGame, delete GG_weaponsets.json, then reload GunGame.
If it still doesn't work, you'll need to remove Bone Armour from that file as K1ll says.Last edited by a moderator: Oct 19, 2016 -
There's a option in config to auto run auto events on start up, requires valid auto events though
Respawn type timer or waves both show a death screen when the player 'dies' and has a adjustable timer -
Perfect.
Thank you for your patience dude. -
The most important thing that ArenaDeathmatch not working.There is a kit for it,download.And he was at the start sobytiia also not loaded.
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Awesome work K1lly0u! Would it be possible to add a button that players can click when a event is open. I was thinking it would be pretty cool if a event started and and a button pops up asking player to join yes or no. Player will press a hotkey to access mouse, and click either yes to join the event or no to make the button go away. Also button should fade after 15 seconds or so. Just throwin out a idea, this plugin is already awesome!
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Got almost all plugins working in 1 arena, without any problems!
Good work guys, the requested fixes fixed lots of bugs!
For the guys having issues setting it up, this is exact what I did:
- I made sure every file related to EventManager was deleted!
- I put in the Needed plugins ( EMInterface, EventManager, and events like CTF)
-- The server now makes NEW files --
-- Get your console, and make sure you unload EVERY plugin related to Events! --
- Now you go to the config section:
- BEGIN with EMInterface, then EventManager, then plugins, to check the list of settings!
- Double check every name of kit to use, zones to use and Spawnsfiles to use!!!
--When you have double checked every setting and you KNOW everything is right:
- Reload EMInterface (always this first)
- Reload EventManager
Your console now gives a lot of lines, watch them and look what they say.
Are the plugins also reloaded?
Yes: you can reload Eventmanager 1 more time to be sure everything is loaded.
No: reload every plugin by its name and to be sure, do the action for yes above.
If everything was put right, everything should be ready to go to the EMInterface in game.
--watch events, none are listed yet, you have to create them manualy!--
--watch auto-events, none are listed yet, you have to create them manualy--
Under the auto-event section you have also the options to enable or disable auto event!
Watch the auto-timer, and time to join!
-> NOTE: DONT put on the deathscreen timer BEFORE setting arena flag nocorpse false <-
-> It will end up in everybody getting stuck in deathscreen and having to f4 the game!!! <-
When you follow this list, you should be able to run everything without problems (only with basic settings and kit settings when provided)
Greetings,
Stoner Jezus
Rusty Renegades Gameservers
ps: by breaking things we learn, I see myself as a code-noob. If I can get it to work, YOU defenetly should too -
Loving the most recent update. Working perfectly.
I have noticed on frequent occasions that 1 or more players don't get restored after the event.
[10/20/2016 10:52:36] [Oxide] 10:52 [Error] [Event Manager] Unable to restore player
Any ideas? -
Jajajajaja !! Hello
Like i asked in plugin request .. (mdr) we need a simple plugin with which we can start an deathmatch (or other)
Yes i'm seriously
Just Zone manager/spawns/kits and a timer option for event/arena 24/24, 7/7 or 2 minutes..
Yes i use and i used Event manager, but you know.. so much bug .. -
Ever since the update, I am getting random players in every event with God Mode
Am I missing something? I don't see anyone else talking about this but it seems to be every match.
(09:31:36) | [Oxide] 08:32 [Error] Failed to call hook 'GetSpawn' on plugin 'Spawns v2.0.1' (ArgumentOutOfRangeException: Argument is out of range.
I am running spawns v2.0.1 and I see it has been updated to 2.0.2... is this causing it?
Edit: I have updated spawns and it seems to have fixed it. I will update this post if it did not after more testing.Last edited by a moderator: Oct 21, 2016 -
I'm getting the following since the update.
Players falling through the floor out of the arena, dying on spawn.
Code:(17:43:52) (17:43:52) | [Oxide] 17:43 [Error] Failed to call hook 'Unload' on plugin 'EventManager v3.0.6' (NullReferenceException: Object reference not set to an instance of an object) [Oxide] 17:43 [Debug] at BasePlayer.SendFullSnapshot () [0x00000] in <filename unknown>:0 at Oxide.Plugins.EventManager.ResetPlayer (.BasePlayer player) [0x00000] in <filename unknown>:0 at Oxide.Plugins.EventManager.EndRespawnScreen (.BasePlayer player) [0x00000] in <filename unknown>:0 at Oxide.Plugins.EventManager.RespawnAllPlayers () [0x00000] in <filename unknown>:0 at Oxide.Plugins.EventManager.EndEvent () [0x00000] in <filename unknown>:0 at Oxide.Plugins.EventManager.Unload () [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
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I have been following this for quite some time (watching to see how great this was getting) but I had a question that I wanted to ask. With the event manager, is there any way I can just do the "Last Man Standing" and nothing else? Would I load all the plugins or just the one(s) I needed? I'm building a custom H1Z1 King of the Kill style server complete with custom loot drops (time consuming as hell) and didn't know if I could just get away with just having this one part of it and it still work properly. Thanks!
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Yeah, for sure. Just install EMInterface, EventManager, and LastManStanding.
I do the same - I just use the two deathmatches, CTF and GG. -
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Please ignore previous query.
Server restart seems to have sorted whatever the issue was.
Thanks anyway.Last edited by a moderator: Oct 22, 2016 -
All works fine for me but:
When player do /event leave, player quit event but the "GUI" stay on screen (count of death, players etc) -
It's called EMInterface and is part of the new Event Manager Public Testing. (search pls).
Public testing means creases are being ironed out, but it's been going pretty well for me.