[Plugin] Anti Reconnect
#1

The plugin does not allow quick re-connect to the server.
Time timeOut can be customized by adding the server.cfg:
reconnecttimeip [time] - in seconds, from 1 to 30. In the absence of the string, timeOut 10 seconds.

Source code + .dll + .so in the attached file.
Use the library sampgdk.

Plugin by SoNik))
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#2

if the server is full and client tries to reconnect, this plugin works? How about using crashfix made by whitetiger? it will works?
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#3

Quote:
Originally Posted by ExTaZZ69
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if the server is full and client tries to reconnect, this plugin works?
When full, the server blocks the connection before it sees the plugin.
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#4

Why is this a plugin? You can easily do this with simple pawn code that you would just add to your gamemode.
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#5

Quote:
Originally Posted by SickAttack
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Why is this a plugin? You can easily do this with simple pawn code that you would just add to your gamemode.
One of the reasons:
In order to newcomers seeking light plugins as examples make it easier to start and understand how all the same to connect sampgdk.

gamemode in amx: main() {}

I shove into one place following your comments
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#6

Quote:
Originally Posted by SoNikMells
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One of the reasons:
In order to newcomers seeking light plugins as examples make it easier to start and understand how all the same to connect sampgdk.

gamemode in amx: main() {}
What are you talking about? Newcomers won't even know how to edit this.
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#7

So the excuse for "newbies" is making a plugin where they can't even see the source in something as GitHub with no explanation on how to even access the plugin? Simply put: you're making excuses.

Plugins require C++ (atleast if basic) knowledge; someone especially new at PAWN likely won't all that much understand the language or most importantly the plugin.
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#8

From PAWN, keep track of connections is very hard to do due to static memory managent. Some features of C++ like maps, vector, OOP make this very effective and fast. Good work.
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#9

Quote:
Originally Posted by Abagail
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So the excuse for "newbies" is making a plugin where they can't even see the source in something as GitHub with no explanation on how to even access the plugin? Simply put: you're making excuses.

Plugins require C++ (atleast if basic) knowledge; someone especially new at PAWN likely won't all that much understand the language or most importantly the plugin.
Pawn isn't C++.. Its totally different, Person can be programmer .. but not a pawn scripter.. easy
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#10

Quote:
Originally Posted by spell
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From PAWN, keep track of connections is very hard to do due to static memory managent. Some features of C++ like maps, vector, OOP make this very effective and fast. Good work.
Not certainly true since it's only between the connected players.
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