Finally got it working.. Missed the part about me needing to create the spawn points with Spawns Database Plugin...
EventManager
Moved
Total Downloads: 10,609 - First Release: Dec 16, 2014 - Last Update: Apr 19, 2018
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How to run the fucking event ? I got all configured dont know how to run
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The EventManager.JSON file is not in the config file in oxide
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PLease help so that i can set GunGame up on my server
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I am trying to add Event Manager and GunGame to my server but when I add them the .json file doesnt exist in the config folder
Event Manager for Rust | Oxide
GunGame for Rust | Oxide
I am using HostHavoc to host my game server -
When I install the plugins the files in the config folder wont download the .json files
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The Close on Start flag is not working correctly for the HeadQuarters event. Once the event starts, it closes the event so nobody else can join, despite me setting it not to (and increasing join timers). It seems to work fine for my ArenaDeathmatch even - people can join that one AFTER it starts just fine, but not with Team HeadQuarters.... Reneb suggested I post this here:
I set up a new HQ Event in EMInterface event GUI, making sure Close on Start was set to false.
I then went into Auto Events tab and set up a config for HQ, setting the Join Timer to 8 minutes (so much clicking..)
Added the new HQ config to AutoEvent list and set the next event to be run to the HQ event.
Launched Auto Events, HQ popped as expected.
2 people joined (my minimum). Event acknowledge it would start soon.
1 more joined within that first 60 seconds before the event started.
After 60 seconds was up, the event started but I saw:
"There is no more players in the event"
"The event was cancelled!"
"Event HeadQuarters is about to begin!"
(got the 3 messages above all at once, in that order)
... and then the Event started with the 3 people.
A 4th tried to join and got:
"Event is closed."
[DOUBLEPOST=1481125856][/DOUBLEPOST]A separate issue... not sure if this is Zone Manager or Event Manager issue...
If you die in arena deathmatch with an arrow or spears stuck in you, they are PERMA STUCK. The act of dieing in an event makes them stuck and they cannot be pulled out using the E key like normal.
Also, It appears if you make Zone flag changes AFTER you've had things up and running, the Event system IGNORES any changes you make to zone flags. I tested this by flying my 2 admin accounts into the zone and testing by changing the NoCorpse flag (then killing my 2nd admin account with the 1st one).. When I'm not IN an event (I just flew into the zone), it works exactly as it should. But if you are playing in an event and I changed the NoCorpse flag, it does not recognize the flag change. It's this way for ALL flag changes while in an event.. it's like the original flag settings are stuck or hard coded somewhere and changing them after the fact (in events) does not work.
I event went in and deleted the event config in EMInterface, RELOADED all the event plugins,. and reset it up.. and still not working.
EDIT !!
I completely unloaded and deleted every event file, zone manager files, and spawn files. I literally reset it up from scratch to try and fix the arrows and spears getting stuck bug and it made no difference. ONCE YOU DIE, you cannot pickup arrows and spears that were stuck in you before you died.Last edited by a moderator: Dec 10, 2016 -
How to give somebody permission for "/event launch" command use? I can't find any permissions in the description. Thanks in advance
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Seems this is broken? I have put the .cs file into the oxide plugins folder and in console "oxide.load eventmanager" to load it, not loaded so ive restarted the server and still not loaded or made a .json file in the config are, im out of options but to ask for someones assistance, like wtf is going on?
Thanks
Dan -
My server is calling this error
[Oxide] 04:51 [Error] EventManager plugin failed to compile!
[Oxide] 04:51 [Error] EventManager.cs(156,64): error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer -
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EDIT: Did the smart thing and looked back through the pages on this plugin. Sure enough someone had posted a fix. Sorry to bother anyone.
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Hello! My server is also now calling this error upon loading Event Manager into the game.
[Oxide] 15:08 [Error] Error while compiling EventManager.cs(156,64): error CS0131: The left-hand side of an assignment must be a variable, a property or an indexer
I have attempted to find the cause on various Unity forums, but they all seem to be linked to variables typed in the wrong format or other small mistakes. I wish I were able to fix it; but I am not very good with programming related stuff. Any help would be appreciated.
LarzarusLast edited by a moderator: Dec 10, 2016 -
plugin is not even workin on my server
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EDIT: NevermindLast edited by a moderator: Dec 12, 2016 -
@k1lly0u has updated other plugins he looks after today, might be a chance of us seeing an updated version of the beta real soon. Really want to switch to V3 and stick with it but unfortunately every time I've given it a go (3 times over a few months) I've had to revert to V2 because it's just ever so slightly too buggy. It's also a shame because the longer V2 isn't being worked on it's getting more and more buggy as well with every big Rust update. GunGame hasn't worked for at least 2 months on V2, Team Deathmatch and Arena Deathmatch are starting to do weird things as well.
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(1) Hi on Auto Event im trying to get it to say just under when it announces "Event Manager: The Event is now open for: (current event) Type /event join to join!
"Event Manager: The Map for this event will be: <Mapname>"
(2) Also i would like the work out how to add the weapon like below:
"Event Manager: The Main weapon for this event will be the: <WeaponName>"
I have added the following changes that are in blue but im not great at coding so any help would be great
private string MapName;
class AutoEventSetup
{
public bool UseClassSelector { get; set; }
public string GameType { get; set; }
public GameMode EventMode { get; set; }
public string Spawnfile { get; set; }
public string Kit { get; set; }
public bool CloseOnStart { get; set; }
public int TimeToJoin { get; set; }
public int MinimumPlayers { get; set; }
public int MaximumPlayers { get; set; }
public int TimeLimit { get; set; }
public string ZoneID { get; set; }
public string MapName { get; set; }
var newautoconfiglist = new List<AutoEventSetup>
{
new AutoEventSetup
{
GameType = "Deathmatch",
EventMode = GameMode.Battlefield,
Spawnfile = "deathmatchspawns",
MapName = "EnterMapNameHere",
Kit = "",
CloseOnStart = true,
TimeToJoin = 60,
TimeLimit = 1800,
MinimumPlayers = 2,
MaximumPlayers = 20,
UseClassSelector = false,
ZoneID = null
},
new AutoEventSetup
{
GameType = "TeamDeathmatch",
EventMode = GameMode.Normal,
Spawnfile = "tdm_spawns_a",
MapName = "EnterMapNameHere",
Kit = "tdmkit",
CloseOnStart = false,
TimeToJoin = 60,
TimeLimit = 0,
MinimumPlayers = 2,
MaximumPlayers = 20,
UseClassSelector = false,
ZoneID = null
},
new AutoEventSetup
{
GameType = "GunGame",
EventMode = GameMode.Battlefield,
Spawnfile = "ggspawns",
MapName = "EnterMapNameHere",
Kit = "ggkit",
CloseOnStart = false,
TimeToJoin = 60,
TimeLimit = 0,
MinimumPlayers = 2,
MaximumPlayers = 20,
UseClassSelector = false,
ZoneID = null
},
new AutoEventSetup
{
GameType = "ChopperSurvival",
EventMode = GameMode.Normal,
Spawnfile = "csspawns",
MapName = "EnterMapNameHere",
Kit = "cskit",
CloseOnStart = true,
TimeToJoin = 60,
TimeLimit = 0,
MinimumPlayers = 1,
MaximumPlayers = 20,
UseClassSelector = false,
ZoneID = null
}
Dictionary<string, string> Messages = new Dictionary<string, string>
{
{ "multipleNames", "Multiple players found"},
{ "noPlayerFound", "No players found"},
{ "MessagesEventMinPlayers", "The Event {0} has reached min players and will start in {1} seconds"},
{ "MessagesEventMaxPlayers", "The Event {0} has reached max players. You may not join for the moment"},
{ "MessagesEventStatusClosedStarted", "The Event {0} has already started, it's too late to join."},
{ "Title", "Event Manager: "},
{ "MessagesEventStatusClosedEnd", "There is currently no event"},
{ "MessagesEventStatusOpenStarted", "The Event {0} has started, but is still opened: /event join"},
{ "MessagesEventStatusOpen", "The Event {0} is currently opened for entries: /event, join"},
{ "MessagesEventCloseAndEnd", "The Event needs to be closed and ended before using this command."},
{ "MessagesEventNotAnEvent", "This Game {0} isn't registered, did you reload the game after loading Event - Core?"},
{ "MessagesEventNotInEvent", "You are not currently in the Event."},
{ "MessagesEventBegin", "Event: {0} is about to begin!"},
{ "MessagesEventLeft", "{0} has left the Event! (Total Players: {1})"},
{ "MessagesEventJoined", "{0} has joined the Event! (Total Players: {1})"},
{ "MessagesEventAlreadyJoined", "You are already in the Event."},
{ "MessagesEventPEnd", "Event: {0} is now over, restoring players and sending them home!"},
{ "MessagesEventEnd", "All players respawned, {0} has ended!"},
{ "MessagesEventNoGamePlaying", "An Event game is not underway."},
{ "MessagesEventCancel", "The Event was cancelled!"},
{ "MessagesEventClose", "The Event entrance is now closed!"},
{ "MessagesEventOpen", "The Event is now open for : {0} ! Type /event join to join!"},
{ "MessagesPermissionsNotAllowed", "You are not allowed to use this command"},
{ "MessagesEventNotSet", "An Event game must first be chosen."},
{ "MessagesErrorSpawnfileIsNull", "The spawnfile can't be set to null"},
{ "MessagesEventNoSpawnFile", "A spawn file must first be loaded."},
{ "MessagesEventAlreadyOpened", "The Event is already open."},
{ "MessagesEventAlreadyClosed", "The Event is already closed."},
{ "MessagesEventAlreadyStarted", "An Event game has already started."},
{ "MessagesEventMapName", "The Map for this Event will be: {0}."},
{ "ClassSelect", "Choose your class!" },
{ "ClassNotice", "You can reopen this menu at any time by typing /event class" },
{ "CanShop", "You are not allowed to shop while in an Event" },
{ "CanTP", "You are not allowed to teleport while in an Event" },
{ "NoPlayers", "Not enough players" },
{ "NoAuto", "No Automatic Events Configured" },
{ "NoAutoInit", "No Events were successfully initialized, check that your events are correctly configured" },
{ "TimeLimit", "Time limit reached" },
{ "EventCancelled", "Event {0} was cancelled because: {1}" },
{ "EventOpen", "Event {0} in now opened, you can join it by typing /event join" },
{ "StillOpen", "Event {0} is still open, you can join it by typing /event join" },
{ "EventClosed", "The Event is currently closed." },
{ "NotInEvent", "You are not currently in the Event." },
{ "NullKitname", "You can't have a null kitname" },
{ "NoKits", "Unable to find the Kits plugin" },
{ "KitNotExist", "The kit {0} doesn't exist" },
{ "CancelAuto", "Auto events have been cancelled" }
};
var name = EventGameName;
var map = MapName;
if (EventMode == GameMode.Battlefield)
name = "Battlefield - ";
BroadcastToChat(string.Format(GetMessage("MessagesEventOpen"), name));
BroadcastToChat(string.Format(GetMessage("MessagesEventMapName"), map));
Interface.Oxide.CallHook("OnEventOpenPost");Attached Files:
Last edited by a moderator: Dec 13, 2016 -
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I use gungame all the time on v2