Quote:
Originally Posted by Donya
ok, i dont really get why this locks up the server but, sometimes it works perfectly, sometimes it just locks up the server..
pawn Код:
SendClientMessageFormatted(playerid, RED, "Player: %s(%d) Hit vehicleid: %d With Objectid: %d - Missileid: %d", Playername(playerid), playerid, v, objectid, missileid); printf("Player: %s(%d) Hit vehicleid: %d With Objectid: %d - Missileid: %d", Playername(playerid), playerid, v, objectid, missileid); Wait(250); DestroyDynamicObject(Vehicle_Smoke[id][0]); Vehicle_Firing_Missile[id] = 0; KillTimer(Update_Missile_Timer[playerid]); KillTimer(Missile_Explode_Timer[playerid]); SendClientMessageFormatted(playerid, RED, "2Player: %s(%d) Hit vehicleid: %d With Objectid: %d - Missileid: %d", Playername(playerid), playerid, v, objectid, missileid);
pawn Код:
stock Wait(time) { new stamp = tickcount(); while (tickcount() - stamp < time){} return 1; }
Note: no, it hasn't been over 24 hours.
Note: id = GetPlayerVehicleID(playerid) - Yes, the player is in a vehicle
Note: v = the vehicle that the missile hit.
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I have no idea where did you get that ridiculous function (although it was on wiki earlier, called Halt() I guess), but it just makes the
whole server freeze for amount of time you use.
There is no function that could "pause" your code execution for amount of time without "pausing" all the server.