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Solved Questions About Setup

VENIQQ

Customer
How do I start the game so that players can join the lobby and then event eventually?
I've creted lobby as per docs, added spawn points, added spawn points on the hex arena etc. but didn't find command in GamemodeCore or GamemodeHoneyDrop to start the event.

Thanks
 
What I mean is that when you enter the hex arena from teleport - it says - "Waiting for players". However hexes are already being deleted so eventually you fall to the ground...

Just need some info on how do you manage your arenas so that hexes don't drop while you still wait players and are not in the "warmup" mode.
 
What I mean is that when you enter the hex arena from teleport - it says - "Waiting for players". However hexes are already being deleted so eventually you fall to the ground...

Just need some info on how do you manage your arenas so that hexes don't drop while you still wait players and are not in the "warmup" mode.
You're misunderstanding how it works. Players first spawn at the custom spawn points you set with gm.honeydrop spawn..., placed on the ground or inside a spectator area. They only move to the hexagon tiles once enough players have joined, and the tiles themselves won't spawn until that player requirement is met
 
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
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This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Ensure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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