I saw, i had not understood that is official, and will remplace/tweak EventManager..
Sorry for my post, and my bad english too.
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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No problem at all! I hope the new version does what you're looking for.
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Fixed a bunch more shit, no more invisible weapons after respawn, no players spawn underground that I can tell and got a smooth transition between spectate and respawn with no lag thanks to @Reneb
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Always impessed with your plugins! Keep up the good stuff!
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Just an update since I last tested:
Kits are now given correctly
Players Spawn IN and have all items restored correctly on death/event end
No UI Errors
The only issue I have noticed with LastManStanding is that eventhough I have set over 100 spawn points in the arena we use, if 8 people sign up and play then only the first 8 spawns are used for some reason and they are not randomised, is this a setting I am missing ?
EDIT: Player RESPAWNS seem to be using random spawns, the first spawn into any event appear to be static using 1,2,3,4,5 etc
EDIT2: Some players when re spawning from the event are keeping items from the event randomly. Cannot re-create reliably, seems to be random.Last edited by a moderator: Oct 23, 2016 -
Set up gunagame with a 3 second respawn time. It wouldn't let anyone respawn and when I ended it the 2 people that hadn't died were stuck in the arena and everybody lost their inventories
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Still working on those magical items that seem to appear for no logical reason...
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Hey folks, first of all great plugin , working nice and smooth! Only problem i have is that i restart the server every morning at 4am and the autoevents will only lunch if i type it in. Is there any way to make the plugin to start autoevents automaticly after server restarted ?
Cheers,
Trix -
Thank you for the work done.The problem has disappeared.Publisher +!
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Is the problem always in the inventory at the event hamlet
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Hey LT,
The option is even the event manager config file and has to be edited to true.
I missed it too, dude. -
Thanks for the answer but i am still blindlooked all over the config but i cant seem to find that line
could you give me the command line where to look at ?
Thanks ! -
Hi,
Oh, sorry LT. I'm in the wrong thread. I was talking about the new V3.
Search for Event Manager Public Testing.
With that version under config/EventManager.json you should find
"LaunchAutoEventsOnStartup": false,
Set it to true.
If it's not there, make sure your version is up to date and make sure auto-events is enabled in the EM GUI. -
Ok so i just test your update with TDm for the moment and no problem.
First, thanks for your works for your plugins, updates and all your work
Second, when i've test your plugin, i've got no error but before, i'd a problem with end of an event. Players don't respawn to their homes and without stuff.I hope you have succesfully fix it
Third, it's a pity for lang file cause i'm server owner and i use different languages for my players. And i don't really see if PvX selector works or not with EM cause all players for test are PvP, i try with PvE players after.
And then, i asked myself if it's not possible to manage class for different TDm for example the kit sniper just for Tdm_1 and just kit bow for Tdm_2 with different arena i've added.
That's all for the moment, be sure if i have other ideaS or problems, i come here. Sorry for my bad EN i hope you understand me
Great works again for all your modsLast edited by a moderator: Oct 23, 2016 -
Im using your current EventManager and works fine, take a long time to configure all but when yuo have it, is works like a charm,
this version that you share here, is only for test (alpha build) or is full working with some eventual bug?
I wanna test and help if you need it -
I'm finding it to be in very good shape right now.
The occasional hiccup but certainly no less usable than V2. -
Thanks for the info!
Cheers -
Hi, I have a problem to submit.
With autoevent we can choose the number min. and max. to start the event.
But if a player accepts and finds itself at the end of the timer, he automatically wins the event without having to participate.
How to solve this problem.?
thank you -
Yep, working beautifully. Great work!
Might i suggest if it possible to announce to the server when the events start which even is being run? For example..
I have 2 arenas with Deathmatch but one is primitive the other guns. It would be great if instead of saying the event is open for Deathmatch it could say what you've named the event in the manager. -
Heya,
I was trying out a gungame and killed myself to test the respawn part but i got an error after that and did not revive. Tried to leave the event but still nothing :
NullReferenceException: Object reference not set to an instance of an object
[Oxide] 19:04 [Error] Failed to run a 1.00 timer in 'EventManager v3.0.6' (NullReferenceException: )
[Oxide] 19:04 [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.EndRespawnScreen (.BasePlayer player) [0x00000] in <filename unknown>:0
at Oxide.Plugins.EventManager+<DeathTimerUI>c__AnonStorey2.<>m__0 () [0x00000] in <filename unknown>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
[Oxide] 19:04 [Info] [[EU]RustyDawn] Please do not insult other players!
[Oxide] 19:04 [Error] Failed to run a 60.00 timer in 'PlaytimeTracker v0.1.31' (NullReferenceException: )
[Oxide] 19:04 [Debug] at (wrapper managed-to-native) UnityEngine.Component:get_transform ()
at Oxide.Game.Rust.Libraries.Covalence.RustPlayer.Position () [0x00000] in <filename unknown>:0
at Oxide.Plugins.PlaytimeTracker.CheckPosition (IPlayer player) [0x00000] in <filename unknown>:0
at Oxide.Plugins.PlaytimeTracker.AddTime (IPlayer player) [0x00000] in <filename unknown>:0
at Oxide.Plugins.PlaytimeTracker.ResetTimer (IPlayer player, Boolean isNew) [0x00000] in <filename unknown>:0
at Oxide.Plugins.PlaytimeTracker+<ResetTimer>c__AnonStorey0.<>m__1 () [0x00000] in <filename unknown>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
[Oxide] 19:05 [Error] Failed to run a 120.00 timer in 'GunGame v0.4.1' (NullReferenceException: )
[Oxide] 19:05 [Debug] at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
at UnityEngine.Component.GetComponent[GunGamePlayer] () [0x00000] in <filename unknown>:0
at Oxide.Plugins.GunGame.MacheteNotification (.BasePlayer player) [0x00000] in <filename unknown>:0
at Oxide.Plugins.GunGame+<MacheteNotification>c__AnonStorey0.<>m__0 () [0x00000] in <filename unknown>:0
at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
[Oxide] 19:06 [Debug] Player is actually a BasePlayer!