09.05.2013, 17:37
According to Vince's message; This is why I use global variables that are loaded when the player gets connected. Here's a very small script as example/preview:
So insead of the __GetName(playerid) and __GetIP() you must use PlayerName[playerid] and PlayerIP[playerid]
I'm not sure if this would solve your problem (because if you didn't use this in OnPlayerDisconnect, this probably wouldn't solve your problem), but more as a generally tip, and if it's used in OnPlayerDisconnect, it might be the fix
Please note that my way isn't the best thing for the server memory, but it always worked fine for me
pawn Код:
#include <a_samp>
new PlayerName[MAX_PLAYERS][MAX_PLAYER_NAME];
new PlayerIP[MAX_PLAYERS][16];
//Main & OnGameModeInit not included; this script won't actually work because this is an example!
public OnPlayerConnect(playerid)
{
GetPlayerName(playerid, PlayerName[playerid], MAX_PLAYER_NAME);
GetPlayerIp(playerid, PlayerIP[playerid], 16);
return 1;
}
I'm not sure if this would solve your problem (because if you didn't use this in OnPlayerDisconnect, this probably wouldn't solve your problem), but more as a generally tip, and if it's used in OnPlayerDisconnect, it might be the fix

Please note that my way isn't the best thing for the server memory, but it always worked fine for me
