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Dungeon Events 3.4.1

$25.00
   (7 reviews)
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Yzt

Posted

After the update, the copy couldn't be started. They said my rank name was invalid.

Yzt

Posted

I found a problem. The Name cannot be changed now. The Chinese name I changed before could still be opened, but now only "Easy" can be used as the Map Name. If it is changed to another name, the dungeon cannot be opened.

Marte6

Posted

On 4/27/2025 at 3:44 PM, Yzt said:

I found a problem. The Name cannot be changed now. The Chinese name I changed before could still be opened, but now only "Easy" can be used as the Map Name. If it is changed to another name, the dungeon cannot be opened.

Hi, is fixed on the last update.

Marte6

Posted

On 4/27/2025 at 11:28 AM, NEXT said:

dungeon event auto-turrets,

"The turret ignores the player" effect from the cooking mod's pancake

it doesn't work, right?

Hi, I will test here and try to make it compatible

  • Like 1
urbanviking

Posted

Hello mate, 

Since the FP update something strange has happened to a few of our players. When dying to a boss they can get DC'd. Once they relog the backpacks from the backpack plugin stop working for them. 

It is quite a slim chance maybe 1 out of every 100 dungeons have done, might be even lower than that.

I have been keeping an eye on it to track the problem and the only thing they all have in common is DC'ing after a boss kills them. 

Reloading Backpacks fixes it but thought I would let you know its happening.

EllieCat

Posted

Is there a way to enter directly using a command after purchasing without needing a portal?

Because some players block the portal with buildings before others can reach it.

  • Love 1
hairybeanstalk

Posted

@EllieCatI think what you are thinking is a good idea but it also jeopardizes a lot of the plugins reasoning for portals popping up, in my opinion. I think maybe making a zone (10-20m around the portal) that doesn't allow building, would be a better idea.

Marte6

Posted

Good morning!
I'm going to start working on Dungeons and try to fix all the requests. I plan to release an update by the end of the day.

  • Like 2
Marte6

Posted

On 5/4/2025 at 2:56 AM, EllieCat said:

Is there a way to enter directly using a command after purchasing without needing a portal?

Because some players block the portal with buildings before others can reach it.

Hi, just I just updated with a zone block for building and sphere.

image.png.09047190dc3f49e5a021bcd7a011a0f7.png

VENIQQ

Posted (edited)

Hey,

In the video all dungeons are straight - so if you go straight then exit is at the end.

Does it also support or generate a random maze? So that exit can be somewhere else and you actually need to find it by going through maze?

What I mean if all dungeons are as easy to find an exit as in the example or it generates more complex mazes as well?

Thanks

Edited by VENIQQ
Marte6

Posted

1 hour ago, VENIQQ said:

Hey,

In the video all dungeons are straight - so if you go straight then exit is at the end.

Does it also support or generate a random maze? So that exit can be somewhere else and you actually need to find it by going through maze?

What I mean if all dungeons are as easy to find an exit as in the example or it generates more complex mazes as well?

Thanks

Hello, they are straight, but the idea is great, I'll think of a way to implement it and make them randonomical or circular.

  • Like 1
Sonnax

Posted (edited)

Is there a way to prevent other players from accessing the sphere to protect the loot when you die?

Edited by Sonnax
urbanviking

Posted

a few players have reported dungeons not finishing. i went into them and saw there sometimes boxes/npc's or turrets behind walls. the walls cannot be damaged and this renders the dungeon unfinishable for players

Marte6

Posted

4 hours ago, urbanviking said:

a few players have reported dungeons not finishing. i went into them and saw there sometimes boxes/npc's or turrets behind walls. the walls cannot be damaged and this renders the dungeon unfinishable for players

Please open a support ticket and include some screenshots so I can take a closer look at the issue. That will help me understand exactly what's going wrong.

  • Like 1
Deicide

Posted

is it possible to make it to where bots cannot go into the room where spawn in is? i get reports from players all the time that a bot has pushed in and they stand no chance to killing the bot with the load in animation. By the time they "wake up/stand" theyre already dead.

urbanviking

Posted

21 minutes ago, Deicide said:

is it possible to make it to where bots cannot go into the room where spawn in is? i get reports from players all the time that a bot has pushed in and they stand no chance to killing the bot with the load in animation. By the time they "wake up/stand" theyre already dead.

when this happens to me I usually wait 2-3 minutes and the bot returns to its original position

Marte6

Posted

I just updated the plugin and it should fix all the issues. Here’s what changed:

  • Added /de.reloadconfig to reload settings without restarting the plugin
  • Added /de.toggle to enable/disable dungeon purchases
  • Added /de.removenearest to remove the dungeon with the nearest portal
  • Added removedungeon command so players can remove their own dungeon
  • NPCs can no longer enter the initial spawn room
  • Spawn-room door now closes on player death to protect from NPC fire
  • Dungeon timer only starts when a player actually enters
  • Dungeon lifetime is now configurable per tier and shown/updated on the map
  • foundationPrefab now uses foundations instead of ceilings to fix metal-color bugs
  • Added an extra check when spawning entities to prevent them ending up in locked rooms
  • Love 1
Takeshi

Posted

An error occurred

Failed to call hook 'OnPlayerDeath' on plugin 'DungeonEvents v3.4.0' (NullReferenceException: )
  at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
  at Oxide.Plugins.DungeonEvents.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00061] in <e18d356feaa9426390191d1abedaeff2>
  at Oxide.Plugins.DungeonEvents.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00487] in <e18d356feaa9426390191d1abedaeff2>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
 

Marte6

Posted

1 hour ago, Takeshi said:

An error occurred

Failed to call hook 'OnPlayerDeath' on plugin 'DungeonEvents v3.4.0' (NullReferenceException: )
  at (wrapper managed-to-native) UnityEngine.Component.get_transform(UnityEngine.Component)
  at Oxide.Plugins.DungeonEvents.OnPlayerDeath (BasePlayer player, HitInfo info) [0x00061] in <e18d356feaa9426390191d1abedaeff2>
  at Oxide.Plugins.DungeonEvents.DirectCallHook (System.String name, System.Object& ret, System.Object[] args) [0x00487] in <e18d356feaa9426390191d1abedaeff2>:0
  at Oxide.Plugins.CSharpPlugin.InvokeMethod (Oxide.Core.Plugins.HookMethod method, System.Object[] args) [0x00079] in <42f9bedc659b4f4786eb778d3cd58968>:0
  at Oxide.Core.Plugins.CSPlugin.OnCallHook (System.String name, System.Object[] args) [0x000de] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
  at Oxide.Core.Plugins.Plugin.CallHook (System.String hook, System.Object[] args) [0x00060] in <8cb2d664f1574f2b96d53f1c1869d96a>:0
 

Thanks for the report. I’ve just released v3.4.1, which adds a null check for dungeon.InsidePortal.transform in the OnPlayerDeath hook to prevent that NullReferenceException. Please update to v3.4.1 and let me know if you still encounter any issues.

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