GameTextForAll Issue?
#10

Quote:
Originally Posted by MP2
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Send a clientmessage in the timer to see if it's getting called, and with what values.
I'm just doing a quick print debug, I've changed the timer abit (for two reasons). One, to see if it was an issue with GameTextForAll, and two, because it needs to only be sent to pilots (TEAM_PILOT) not everyone.

Here is the new timer code (with debugging prints):
pawn Код:
public TransmissionTimer(message[])
{
    printf("Called TransmissionTimer(%s)", message);
    SendClientMessageToAll(COLOUR_YELLOW, message);
    print("Sent SCMTA debugging message.");
    for(new i; i < GetMaxPlayers(); i++)
    {
        if(!IsPlayerConnected(i)) continue;
        printf("Playerid %i is connected.", i);
        if(GetPlayerTeam(i) == TEAM_PILOT)
        {
            printf("\tSending message. (Message: %s)", message);
            GameTextForPlayer(i, message, 5000, 3);
            printf("\tMessage sent. (Message: %s)", message);
        }
    }
    printf("Finished calling TransmissionTimer(%s)", message);
}
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Messages In This Thread
GameTextForAll Issue? - by Ash. - 04.12.2011, 21:12
Re: GameTextForAll Issue? - by bartje01 - 04.12.2011, 21:51
Re: GameTextForAll Issue? - by MP2 - 04.12.2011, 22:07
Re: GameTextForAll Issue? - by Ash. - 05.12.2011, 06:02
Re: GameTextForAll Issue? - by MP2 - 05.12.2011, 06:41
Re: GameTextForAll Issue? - by [MG]Dimi - 05.12.2011, 06:41
Re: GameTextForAll Issue? - by Ash. - 05.12.2011, 15:09
Re: GameTextForAll Issue? - by Ash. - 05.12.2011, 15:44
Re: GameTextForAll Issue? - by MP2 - 05.12.2011, 15:46
Re: GameTextForAll Issue? - by Ash. - 05.12.2011, 15:51

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