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Reading when they spawn, rather then connect. - Printable Version

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+---- Thread: Reading when they spawn, rather then connect. (/showthread.php?tid=264190)



Reading when they spawn, rather then connect. - Lynn - 25.06.2011

Fixed.


Re: Reading when they spawn, rather then connect. - Lynn - 25.06.2011

OnPlayerUpdate is avoided,
It can cause a server to lag.
And no you don't have to do it for me.
Also, Printf doesn't save to a open file to view just bans?


Re: Reading when they spawn, rather then connect. - Calgon - 25.06.2011

First of all, your current anticheat code is messy and isn't really an anticheat, it's practically just a blacklist.

Secondly, you don't appear to have provided any code that shows you kill a timer once the player exits, do you actually do this?


Re: Reading when they spawn, rather then connect. - Lynn - 25.06.2011

It killed the timer, when they disconnected,
otherwise, how would it update on a constant?


Re: Reading when they spawn, rather then connect. - Calgon - 25.06.2011

The timer doesn't automatically kill itself. You need to manually kill it. Timers don't stop based on whether you use a SA-MP function or not.


Re: Reading when they spawn, rather then connect. - Lynn - 26.06.2011

Quote:
Originally Posted by Colossus_
Посмотреть сообщение
Print/Printf prints/saves in server logs.
Yes, but not to a Ban.log which was my point.
But I added it myself.


Re: Reading when they spawn, rather then connect. - Lynn - 26.06.2011

I meant WeaponHacks.log, ban.log was just a Example.
Anyways, What's a better way to call it, other than OnPlayerUpdate.
Because it causes a server over all to lag.