Hi everyone.
What's this?
Code:07:06 [Info] GunGame, EventManager and EMInterface were compiled successfully in 2359ms 07:06 [Info] Unloaded plugin GunGame v0.4.1 by k1lly0u 07:06 [Info] Unloaded plugin Event Manager Menu Interface v1.0.4 by k1lly0u 07:06 [Error] Failed to call hook 'Unload' on plugin 'EventManager v3.0.6' (NullReferenceException: Object reference not set to an instance of an object) 07:06 [Debug] at Oxide.Plugins.EMInterface+EventVoting.OpenEventVoting (Boolean enable) [0x00000] in <filename unknown>:0 at Oxide.Plugins.EventManager.CloseEvent () [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 07:06 [Info] Unloaded plugin Event Manager v3.0.6 by Reneb / k1lly0u 07:06 [Debug] GunGame plugin is waiting for requirements to be loaded: EventManager 07:06 [Debug] EMInterface plugin is waiting for requirements to be loaded: EventManager 07:06 [Info] Loaded plugin Event Manager v3.0.6 by Reneb / k1lly0u 07:06 [Info] Loaded plugin Event Manager Menu Interface v1.0.4 by k1lly0u 07:06 [Info] Loaded plugin GunGame v0.4.1 by k1lly0u 07:06 [Info] [Event Manager] Registered event game: GunGame 07:06 [Warning] [Event Manager] --- Validating all event configs and auto events --- 07:06 [Warning] [Event Manager] --- Finished event validation ---
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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Problem when i put a timer, "Failted to run a 1.00 timer in EventManager"
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There is an assumption,and can be done so that the players voted for 1 of 5 events?
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Ok so have been using this to configure auto events. The UI makes it very convenient to setup everything.
1. However the + and - buttons when clicked are sort of glitchy and maybe a slider bar could be implemented so people with 200+ people on their server don't have to click 200 times.
2. Used the in game commands to create gun game gear setup/rank levels. However within the in-game commands you can only use things that are purely labeled as "weapons" so for example hatchet/salvaged hammer etc are not available to be created as a rank within the in game chat commands.
3. For some reason when running an event the spawn file is being loaded sequentially rather than being random.
Other than these minor things, amazing plugin that makes autoevents so much easier and less frustrating! Will keep posting as I test more mods -
Is anyone having issues with inventory item duplication and return from arena?
I build up about 20 pairs of boots recently.
A few guys have said they've had guns dupe also. -
as for 3. yes he said he would do that, to try and make sure all spawns are used and less chance of having multiple players on the same spawn.
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2) I'll look into it
3) it's optional in the next update
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must be in the version I haven't posted yet. Just disable nocorpse in your zone, there are no corpses in EventManager anyway besides the ones I spawn for spectate mode
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I have anoter problem: i have a few zones on my server. One of them for gungame with pvpgod setting is false. But other zones has pvpgod true, so when players stay in this zone and join to gungame they take god mode.
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Heh...
If you're admin, you were the last to know. -
Last edited by a moderator: Oct 26, 2016
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how to automate the process? Arena one - deathmatch. settings put this way:
Code:{ "Announce_Event": true, "AnnounceDuring_Event": true, "AnnounceEvent_Interval": 120, "Battlefield_Timer": 1200, "Default_Gamemode": "Deathmatch", "Default_Spawnfile": "Deathmatch", "KillDeserters": true, "Messaging_MainColor": "#FF8C00", "Messaging_MsgColor": "#939393", "Required_AuthLevel": 1, "UseClassSelector_Default": true, "UseEconomicsAsTokens": false, "z_AutoEvents": { "AutoCancel": true, "AutoCancel_Timer": 300, "GameInterval": 1200, "z_AutoEventSetup": [ { "CloseOnStart": true, "EventMode": 1, "GameType": "Deathmatch", "Kit": "", "MaximumPlayers": 20, "MinimumPlayers": 2, "Spawnfile": "Deathmatch", "TimeLimit": 1800, "TimeToJoin": 60, "UseClassSelector": true, "ZoneID": 12084132 }, { "CloseOnStart": false, "EventMode": 0, "GameType": "TeamDeathmatch", "Kit": "tdmkit", "MaximumPlayers": 20, "MinimumPlayers": 2, "Spawnfile": "tdm_spawns_a", "TimeLimit": 0, "TimeToJoin": 60, "UseClassSelector": false, "ZoneID": null }, { "CloseOnStart": false, "EventMode": 1, "GameType": "GunGame", "Kit": "ggkit", "MaximumPlayers": 20, "MinimumPlayers": 2, "Spawnfile": "ggspawns", "TimeLimit": 0, "TimeToJoin": 60, "UseClassSelector": false, "ZoneID": null }, { "CloseOnStart": true, "EventMode": 0, "GameType": "ChopperSurvival", "Kit": "cskit", "MaximumPlayers": 20, "MinimumPlayers": 1, "Spawnfile": "csspawns", "TimeLimit": 0, "TimeToJoin": 60, "UseClassSelector": false, "ZoneID": null } ] } }
Event runs a game and all. through the 1200 second event itself will not start. I understand it is responsible for setting watch - "GameInterval": 1200. But nothing happens. What to do? Each time manually enter the command /event launcher ? -
Players during the event: deathmatch kicked out of the game. When went to the game, he lost all the items in the inventory.
Code:(00:27:19) | [Oxide] 20:27 [Error] Failed to call hook 'OnEventPlayerDeath' on plugin 'ArenaDeathmatch v1.1.6' (NullReferenceException: Object reference not set to an instance of an object) (00:27:19) | [Oxide] 20:27 [Debug] at Oxide.Plugins.ArenaDeathmatch.OnEventPlayerDeath (.BasePlayer victim, .HitInfo hitinfo) [0x00000] in <filename unknown>:0 at Oxide.Plugins.ArenaDeathmatch.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 (00:27:49) | [Oxide] 20:27 [Error] Failed to run a 5.00 timer in 'EventManager v2.0.24' (NullReferenceException: ) (00:27:50) | [Oxide] 20:27 [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.RedeemInventory (.BasePlayer player) [0x00000] in <filename unknown>:0 at Oxide.Plugins.EventManager+<RedeemInventory>c__AnonStorey3.<>m__0 () [0x00000] in <filename unknown>:0 at Oxide.Core.Libraries.Timer+TimerInstance.FireCallback () [0x00000] in <filename unknown>:0
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There is some kind of problem with solo arenas like ArenaDeathmach , gungame . They dont give the RP at the end of the round if you are the winner. Strange is that on the team arenas like teamdeathmatch, capture the flag the RP is added.
In chopper survival at a point the chopper dissapeared but was not shot down(happend once).
And i have a question, how can i move the chooper healtbar UI down a little bit, i have a hud element up there and its covering it.
Thanks,
Trix -
Was finalizing my gun game events last night, with the instant spawn I noticed that if someone throws a spear or other throwable item at you and then you die, when you respawn that weapon will still be stuck to your character. Same concept applies when the event ends and you teleport with all those throwable a still stuck in you. Any way to alleviate this while still keeping instant respawn?
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GUI is not Refresh
timer is not work