EventManager

Moved

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

4.92857/5, 56 likes
  1. I am having several issues now. In every event I get at least 1 or 2 players with locked equipment after the event. The only way I have found to fix this is for them to die while logged out. In chopper survival the choppers are flying in and staying completely still and never shooting rockets. Sometimes they also just stop spawning forcing the players to leave the event. In Team Deathmatch and CTF I keep getting random players exploding for leaving the event area, but it appears to be random players in random locations with no rhyme or reason. They are all inside my event base which is inside my zone. This issue has always been there, but the equipment lock and chopper issues are new.
     
  2. Next Event:
    Headquarters
    It's almost done already, need to wait for k1llyou to add the new event manager update

     
  3. I also have a problem with the dupe! Why is this happening? Fix Please!
     
  4. What part of Public Testing don't you understand?

    We are testing this mod and reporting problems. k1lly0u then fixes and we test again.
    By all means report a problem.
    But asking Why this is happening is not constrictive feedback.
    Give detail of your errors. Also expect errors.
     
  5. I have 4 events running in auto events DM,TDM,CTF, and GunGame. CTF iis kicking anywhere from 4-6 people out of the event the second it starts. I also have reports from people that the second they get into the event their ping shoots to 2000 which is probably why the people that get kicked do. I also tried to run ChopperSurvival once this morning and around round 3 or 4 after they killed one of the 2 choppers that round the other one kinda decided to fly under the arena and stay there and could not be seen but could be heard
     
  6. i got Deathmatch and ChopperSurvival, but the plugin always launch Deathmatch, how can i add ChopperSurvival to the rotation ?
     
  7. We have the same problems with dupe resources.
     
  8. Also I can't get autoevents to start by console from rcon or start on startup. Always says you must set a game or there is no autoevent config. I can start them via the gui ingame though
     
  9. can you show me what it says in console? @MeatCircus
     
  10. well, we find the way, how dupe items with gungame. Just put in your bag 1 point of any recources for each socket. All items and resources after the event were multiplied by 2.

    Code:
    (23:39:31) | [Oxide] 23:39 [Error] Failed to call hook 'OnEventPlayerDeath' on plugin 'GunGame v0.4.1' (NullReferenceException: Object reference not set to an instance of an object)
    (23:39:31) | [Oxide] 23:39 [Debug]   at Oxide.Plugins.EventManager+EventPlayer.RestoreInventory () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.EventManager.RedeemInventory (Oxide.Plugins.EventPlayer eventplayer) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.EventManager.RestorePlayer (Oxide.Plugins.EventPlayer eventplayer, Boolean epList) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.EventManager.TryRestorePlayers () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.EventManager.TryRestorePlayers () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.EventManager.PreProcessPlayers () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.EventManager.EndEvent () [0x00000] in <filename unknown>:0
      at Oxide.Plugins.GunGame.Winner (System.Collections.Generic.List`1 winners) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.GunGame.CheckScores (.BasePlayer player, Boolean leveled, Boolean timelimit) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.GunGame.AddKill (.BasePlayer player, .BasePlayer victim, System.String shortname) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.GunGame.OnEventPlayerDeath (.BasePlayer victim, .HitInfo hitinfo) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.GunGame.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
     
    Last edited by a moderator: Oct 30, 2016
  11. 23:08 [Error] Failed to call hook 'OnEntityTakeDamage' on plugin 'CaptureTheFlag v0.1.0' (NullReferenceException: )
    23:08 [Debug] at (wrapper managed-to-native) UnityEngine.Component:GetComponentFastPath (System.Type,intptr)
    at UnityEngine.Component.GetComponent[CTFPlayer] () [0x00000] in <filename unknown>:0
    at Oxide.Plugins.CaptureTheFlag.OnEntityTakeDamage (.BaseCombatEntity entity, .HitInfo hitinfo) [0x00000] in <filename unknown>:0
    at Oxide.Plugins.CaptureTheFlag.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
     
  12. I have noticed the spawns seem to go in order from 1st to last.
    Is there a setting to make that random?
     
  13. I need help to set something. Let's say that half of my map is PVP and second half is PVE. Is it possible to set that if someone shot another player on PVE side he get warning that this is forbidden on PVE side and if he kills someone on PVE side he get kicked from the server? Also that all those things would ba allowed on other side of the map. Let's say on coordinates from x y to x y. Can anyone help me set that?
     
  14. question: what is the phantom item?

    Code:
    (00:42:07) | [Oxide] 00:42 [Info] [Event Manager] reset Modnik
    (00:42:07) | EventManager: A phantom item has appeared in LIGHTNING's inventory after restoration...
    (00:42:07) | EventManager: A phantom item has appeared in AnoDA's inventory after restoration...
    (00:42:07) | EventManager: A phantom item has appeared in Modnik's inventory after restoration...
    (00:42:07) | [Oxide] 00:42 [Warning] Calling 'OnEventPlayerDeath' on 'GunGame v0.4.1' took 713ms
    (00:42:07) | [Oxide] 00:42 [Warning] Calling 'OnEntityTakeDamage' on 'EventManager v3.0.6' took 718ms
    (00:42:58) | [Oxide] 00:42 [Error] Failed to call hook 'OnUseNPC' on plugin 'ServerRewards v0.3.42' (ArgumentException: An element with the same key already exists in the dictionary.)
    (00:42:58) | [Oxide] 00:42 [Debug]   at System.Collections.Generic.Dictionary`2[System.UInt64,Oxide.Plugins.ServerRewards+OUIData].Add (UInt64 key, Oxide.Plugins.OUIData value) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.ServerRewards.OpenStore (.BasePlayer player, System.String npcid) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.ServerRewards.OnUseNPC (.BasePlayer npc, .BasePlayer player) [0x00000] in <filename unknown>:0
      at Oxide.Plugins.ServerRewards.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
     
  15. Great work on all these plugins. Only problem I've experienced, which is rather new, is when I play CTF and get killed, I immediately get kicked from the server and the below is posted in console. It doesnt happen in every game, but frequent enough to be a nuisance and I'm not the only one in game that it happens to. Anyone else experience this and can point me in the direction to fix it? Thanks in advance.

    Code:
    [Oxide] 19:34 [Info] [Event Manager] reset Bubbles
    Bubbles disconnecting: Object reference not set to an instance of an object
      at HeldEntity.OnHolster () [0x00000] in <filename unknown>:0
      at HeldEntity.DoNetworkDestroy () [0x00000] in <filename unknown>:0
      at BaseNetworkable.NetworkDestroy (Boolean immediately) [0x00000] in <filename unknown>:0
      at Client.OnEntityDestroy (Network.Message msg) [0x00000] in <filename unknown>:0
      at Client.OnNetworkMessage (Network.Message packet) [0x00000] in <filename unknown>:0
      at Facepunch.Network.Raknet.Client.HandleMessage () [0x00000] in <filename unknown>:0
    [Oxide] 19:34 [Info] [Event Manager] isrespawning
    [Oxide] 19:34 [Info] [Event Manager] reset Bubbles
    [Oxide] 19:34 [Info] [Notifier] Bubbles disconnected. (Reason: Disconnected)
     
  16. saw new event mode. Great work.
    Just wanted to push my request , may be forgotten xd
    -if someone would want to make that-

    small eventmode, 1vs1 , but not like normal event open and join. just that someone can challenge another one to that
    finish with an gui announce , ( idea behind that, cause i saw many bitchfights and players claiming to be the best, so they can then just challenge themselfes)

    i thought about... to make it ez, it even could be a modified last man standing even,

    well thats the base idea... to extend the idea there could be,
    arena / kit / weapon choose on battle request accept, spectators, round system . Etc .

    :p ty for your attention.

    -------------------
    Besides that. fuckn great work with the new event manager, loveit.
     
  17. I keep getting this error when someone disconnects.

    Code:
    [Oxide] 22:22 [Error] Failed to run a 5.00 timer in 'EventManager v2.0.24' (NullReferenceException: )
    [Oxide] 22:22 [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