Reading when they spawn, rather then connect. - Printable Version
+- SA-MP Forums Archive (
https://sampforum.blast.hk)
+-- Forum: SA-MP Scripting and Plugins (
https://sampforum.blast.hk/forumdisplay.php?fid=8)
+--- Forum: Scripting Help (
https://sampforum.blast.hk/forumdisplay.php?fid=12)
+---- Forum: Help Archive (
https://sampforum.blast.hk/forumdisplay.php?fid=89)
+---- 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_
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.