OnPlayerText mute. - Printable Version
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+--- Thread: OnPlayerText mute. (
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OnPlayerText mute. -
ivndosos - 08.02.2018
I've made my own simple mute system but I can't figure out why does the player can still send a message (along with the custom message, while muted)
Код:
public OnPlayerText(playerid, text[])
{
if(connected[playerid] == true){
SendClientMessage(playerid, -1 , "{c3c3c3}» You can't talk, you need to spawn first...");
}
else
{
// Chat showing the id of the player
new pText[144];
format(pText, sizeof (pText), "{c3c3c3}[%d] {FFFFFF}%s", playerid, text);
SendPlayerMessageToAll(playerid, pText);
if(Mute[playerid] == 1)
{
SendClientMessage(playerid, -1, "{c3c3c3}(INFO) You're muted therefore you can't type anything.");
return 0;
}
}
return 1;
}
Re: OnPlayerText mute. -
aoky - 08.02.2018
Put the mute code under the else bracket.
Re: OnPlayerText mute. -
ivndosos - 08.02.2018
ok that seems to work, but there's a weird issue
when I send 1 message for example like "t" it sends it twice?
Код:
[10:40:53] <[SN]Kartonitos> {c3c3c3}[0] {FFFFFF}asd
[10:40:53] <[SN]Kartonitos> asd
Re: OnPlayerText mute. -
ivndosos - 08.02.2018
Fixed, had to change return 1; to return 0;
Re: OnPlayerText mute. -
Dayrion - 08.02.2018
Quote:
Originally Posted by ivndosos
Fixed, had to change return 1; to return 0;
|
Well, you had already put return 0 for the mute. (Yes you was missing
one return 0 too)
Your code is correct but the order is incorrect. You send the message and after you check if the player is mute.
PHP код:
public OnPlayerText(playerid, text[])
{
if(connected[playerid] == true)
{
SendClientMessage(playerid, -1 , "{c3c3c3}» You can't talk, you need to spawn first...");
return 0;
}
if(Mute[playerid] == 1) // If the player is mute, we don't format the message and return 0
{
SendClientMessage(playerid, -1, "{c3c3c3}(INFO) You're muted therefore you can't type anything.");
return 0;
}
// Chat showing the id of the player
new pText[144];
format(pText, sizeof (pText), "{c3c3c3}[%d] {FFFFFF}%s", playerid, text);
SendPlayerMessageToAll(playerid, pText);
return 0;
}