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IP & PING Retruns me same ping as player which executes the command - Printable Version

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+--- Thread: IP & PING Retruns me same ping as player which executes the command (/showthread.php?tid=426710)



IP & PING Retruns me same ping as player which executes the command - MiGu3X - 29.03.2013

My codes

pawn Code:
CMD:ip(playerid, params[])
{
    new target, tName[24], str[128];
    new tIp = GetPlayerIp(target, str, sizeof(str));
   
    if(PlayerInfo[playerid][pAdmin] >= 3)
    {
        if(sscanf(params, "u", target))
            return SendClientMessage(playerid, DEEPPINK, "USAGE: /ip <id>");
           
        if (target == INVALID_PLAYER_ID)
            return SendClientMessage(playerid, DEEPPINK, "ERROR: Player is not connected.");
        {
            GetPlayerName(target, tName, sizeof(tName));
            format(str, sizeof(str), "{FFFFFF}%s's {00FF66}IP {FFFFFF}is:{00FF66}%s", tName, tIp);
            SendClientMessage(playerid, -1, str);
        }
    }
    else return SendClientMessage(playerid, DEEPPINK, "ERROR: You must be level 3 to use that command!");
    return 1;
}
pawn Code:
CMD:ping(playerid, params[])
{
    new pName[MAX_PLAYER_NAME], id, str[128];
    new tPing = GetPlayerPing(id);
   
    if(sscanf(params, "u", id))
        return SendClientMessage(playerid, DEEPPINK, "USAGE: /ping <id>");
   
    if(!IsPlayerConnected(id))
        return SendClientMessage(playerid, DEEPPINK, "ERROR: Player is not connected");

    {
        GetPlayerName(id, pName, sizeof (pName));
        format(str, sizeof str, "Ping of %s (ID: %d): %i", pName, id, tPing);
        SendClientMessage(playerid, BLUE, str);
    }
    return 1;
}

HELP PLEASE :/&


Re: IP & PING Retruns me same ping as player which executes the command - MarkoN - 29.03.2013

Try like this
pawn Code:
CMD:ping(playerid, params[])
{
    new pName[MAX_PLAYER_NAME], id, str[128];
   
    if(sscanf(params, "u", id)) return SendClientMessage(playerid, DEEPPINK, "USAGE: /ping <id>");
    if(!IsPlayerConnected(id)) return SendClientMessage(playerid, DEEPPINK, "ERROR: Player is not connected");

    GetPlayerName(id, pName, sizeof (pName));
    new tPing = GetPlayerPing(id);
    format(str, sizeof str, "Ping of %s (ID: %d): %i", pName, id, tPing);
    SendClientMessage(playerid, BLUE, str);

    return 1;
}
and
pawn Code:
CMD:ip(playerid, params[])
{
    new target, tName[24], str[128];
   
    if(PlayerInfo[playerid][pAdmin] >= 3)
    {
        if(sscanf(params, "u", target)) return SendClientMessage(playerid, DEEPPINK, "USAGE: /ip <id>");
           
        if (target == INVALID_PLAYER_ID) return SendClientMessage(playerid, DEEPPINK, "ERROR: Player is not connected.");
        GetPlayerName(target, tName, sizeof(tName));
        new tIp = GetPlayerIp(target, str, sizeof(str));
        format(str, sizeof(str), "{FFFFFF}%s's {00FF66}IP {FFFFFF}is:{00FF66}%s", tName, tIp);
        SendClientMessage(playerid, -1, str);
    }
    else return SendClientMessage(playerid, DEEPPINK, "ERROR: You must be level 3 to use that command!");
    return 1;
}



Re: IP & PING Retruns me same ping as player which executes the command - zxc1 - 29.03.2013

Shouldn't the GetPlayerIp/GetPlayerPing functions come after you input the player id?


Re: IP & PING Retruns me same ping as player which executes the command - kamzaf - 30.03.2013

pawn Code:
CMD:ip(playerid, params[])
{
    if(PlayerInfo[playerid][pAdmin] >= 3)
    {
        new target;
        if(sscanf(params, "u", target)) return SendClientMessage(playerid, COLOR_ORANGE, "[*] Usage: /ip [playerid/name]");
        else if(target == INVALID_PLAYER_ID) return SendClientMessage(playerid, COLOR_ORANGE, "[*] Enter a valid player ID/name!");
        new ip[16], name[MAX_PLAYER_NAME], string[100];
        GetPlayerName(target, name, MAX_PLAYER_NAME);
        GetPlayerIP(target, ip, sizeof(ip));
        format(string, 100, "|- %s[%d]'s IP: %s -|", name, target, ip);
        SendClientMessage(playerid, 0x33AA33AA, string);
    }
    else return SendClientMessage(playerid, 0xFF0000AA, "You cannot use this command!");
    return 1;
}