player id 0 problem :confused:
#1

look always when someone has id 0 he gets bugged and not all the commands work for him .. in other words he gets desynced ... is there a way to not let anyone get id 0 ? or will an nps solve the problem ?
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#2

A npc will solve the problem.
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#3

There is already a topic about this, recent too, you should skim through the boards before posting something to make sure your topic/something similar hasn't already been posted.
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#4

Quote:
Originally Posted by Rocky Balboa
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look always when someone has id 0 he gets bugged and not all the commands work for him .. in other words he gets desynced ... is there a way to not let anyone get id 0 ? or will an nps solve the problem ?
OnPlayerConnect I guess you set all values to 0, right ?

so if you have for example /accept command, where someone offer to other something,

Than if somone want accept something, but he already have offer giver == 0.

if you didn't get what I mean, just overview all values at OnPlayerConnect, maybe there is some values what need to be NONE, I mean 999 (I use this diigt ), so 999 is not a valid id, but if you use 0, than some offers, is allready offered to others from id 0.

I hope you got it what I mean.
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#5

Indeed.


If you have MAX_PLAYERS- variables, set them to 0 under OnPlayerConnect
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#6

i will just create an npc and thats it , thanks guys
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#7

i guess some of your loops start at 1 and not 0 just putting it out there
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