The announce does not work, and no error message is displayed.
function onPlayerJoin(player)
{
Announce( "Test" + GetFullTime() + "." ,player, 0 );
NewTimer( "AnnTest", 5000, 1, player );
}
function AnnTest(player)
{
Announce( "Test", player, 0 );
}
An error message is displayed and the server exits when Announce is:
function AnnTest(player)
{
Announce( "" + player.Name + ", FPS " + player.FPS + ", Ping " + player.Ping + ", IP " + player.IP + ".", player, 0 );
}
But this does not display any error messages, and the server does not shut down:
function onPlayerJoin(player)
{
Announce( "" + player.Name + ", FPS " + player.FPS + ", Ping " + player.Ping + ", IP " + player.IP + ".", player, 0 );
}
function onPlayerJoin(player) {
NewTimer( "AnnTest", 5000, 1, player.ID );
}
function AnnTest(playerid) {
local player = FindPlayer(playerid);
if (!player) return;
Announce(player.Name + ", FPS " + player.FPS + ", Ping " + player.Ping + ", IP " + player.IP + ".", player, 0);
}
(https://i.postimg.cc/mkB3cPrq/2019-03-16-19-32-56-0477.png)
You can't pass player instances in timers, it crashes the server, pass player ID and and find the player on callback function
Quote from: Doom_Kill3R on Mar 17, 2019, 05:30 AMYou can't pass player instances in timers, it crashes the server, pass player ID and and find the player on callback function
That's was one of my problems when i made Anti-Spawnkill.
You should have a server timer for all of these things and loop through the players by now in seconds. Then you just need a bunch of boolean values for the player so the timer can run a check. Using multiple timers in a server can be bad. And I don't personally trust auto execution of timers server side.
// Seconds storage
Player_Seconds <- array( GetMaxPlayers(), 0 );
// Minutes storage
Player_Minutes <- array( GetMaxPlayers(), 0 );
max_hints <- 4;
hint <- [
"Hint 0",
"Hint 1",
"Hint 2",
"Hint 3"
];
NewTimer("Server_Loop", 1000, 0);
function Server_Loop() {
for (local i=0;i<GetMaxPlayers();i++) {
local player = FindPlayer(i);
if (player) {
// Increase the time in seconds
Player_Seconds[player.ID]++;
/*
Do anything here in seconds
*/
//Announce("Time: " + Player_Minutes[player.ID] + ":" + Player_Seconds[player.ID], player, 0 );
// Check time
if (Player_Seconds[player.ID] == 60) {
Player_Minutes[player.ID]++;
// Clear the seconds
Player_Seconds[player.ID] = 0;
//hints
/*local iRandom = rand() % max_hints;
Announce( hint[iRandom], player, 0 );*/
//hints
/*
You can do anything here. Add a check for every five minutes to anything really
*/
}
// Check time
}
}
}
You should use a class instead of those arrays. Some might say this isn't the right way. But better than many! timers
Quote from: Milos on Mar 16, 2019, 10:36 PMfunction onPlayerJoin(player) {
NewTimer( "AnnTest", 5000, 1, player.ID );
}
function AnnTest(playerid) {
local player = FindPlayer(playerid);
if (!player) return;
Announce(player.Name + ", FPS " + player.FPS + ", Ping " + player.Ping + ", IP " + player.IP + ".", player, 0);
}
(https://i.postimg.cc/mkB3cPrq/2019-03-16-19-32-56-0477.png)
Solved.