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Well I just said what Kye said.
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Quote:
Originally Posted by Seif_ [adream-rp.com
]
Quote:
Originally Posted by Calgon
I really think it was a useful function, so do many others. It saved us a lot of code and time, now we're going to have to work around it.
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Actually I'll release an include having SetDisabledWeapons and SetPlayerDisabledWeapons, but I just need to remember how I can use an existent callback inside an include. I did it before, I just forgot now.
EDIT: Nvm, figured it out now.
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Thank you, this will be of great use.
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The difference between disabling player's weapons and totally desynchronizing him in OnPlayerUpdate is that he could have (for example) the camera given and still be seen by other players moving. Now everyone is going to see him standing still when he's using a forbidden weapon. It's kinda sad, I can't implement few things I planned to.
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True. It'd be nice if we could at least decide what player data should be updated, through returned value in OnPlayerUpdate. For example: 0 - no update, 1 - full update, 2 - partial update: everything except weapon data.
It won't be difficult to implement for devs.
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I just thought I would mention that using OnPlayerUpdate will not have the same effect as SetDisabledWeapons.
SetDisabledWeapons desyncs the weapons specified.
If you use OnPlayerUpdate to check the players armed weapon and return 0, it won't desync the weapon, but the player as well, which isn't good.
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Jay_, Wicko has already said that..
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Pretty abusable. You get disabled weapon in active wepaon slot. OnPlayerUpdate returns 0 and desync you. You then run away and when you reach your destrination you scroll disabled weapon away and voila, free teleport.
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Yeah, we really need SetDisabledWeapons() back, it was useful.
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Nightvision is fixed for 0.3
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Quote:
Originally Posted by BeckzyBoi
Nightvision is fixed for 0.3
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Good to hear, but the thing about desyncing weapons was good. If you want to talk about useless/stupid then SendClientMessageToPlayer() is kind of useless, I'm sure I could find a bunch more of useless things, that's just like making a public to just simply return a playerid.. like:
pawn Код:
public PlayerId(playerid)
{
return playerid;
}
See what I mean by useless? A lot of us loved the power to desync weapons without desyncing the player.
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Quote:
Originally Posted by ssǝן‾ʎ
SendClientMessageForPlayer is useful for writing chat systems as you can control exactly who gets what message.
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And really a waste of code, honestly you could make something that does the same, the code is sending two client messages, anyone can do that.. And it's a waste of code IMO.
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Rest in Peace SetDisabledWeapons & SetPlayerDisabledWeapons (which wasn't working anyway). I can't get it why people are so angry because of this function.
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Just remove their weapon if you detect a bad weapon. You can easily script that.