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Instead of having an instant quit! how about
pawn Code:
SetQuitDelay(time); //ms, max 5000, do a check if the player sets it over 5 seconds to reset it or w/e
forward OnClientCommand(playerid, command[]);//return 0 would NOT refuse the command obviously, just there to tell you they used it, not really needed much though
I'm sure these would help alot
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I don't like the idea of a quitdelay, and I almost guarantee it would not even be considered, sorry.
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Lol did you get this idea from when Si|ent said it on IRC like 2 days ago?
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Quote:
Originally Posted by Potassium
Lol did you get this idea from when Si|ent said it on IRC like 2 days ago?
|
Actually no, what did he say?
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Delaying /q in order to evade death or capture is rather extreme, besides there is more than one way to force quit the game bypassing any /q delay anyways. What you're asking for and hope to achieve with it should be done by the script itself anyways. For example, you could check to see if a player is nearby when somebody quits to help decide if that someone is evading death. Of course you'll have to really think it out to come up with the most accurate system such as adding in if the quitting player has lost health or if the players around him at the time were armed or done the quitter damage etc. Then just save this information to the IP and wait for that IP (Quitter) to return and take whatever pentalty you set for them... Somewhere along those lines
However, in general, delaying /q isn't recommended since most players (Including myself) use /q to shut down the game as quick as possible, not having to wait to leave all the time and whatnot
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If i want to avoid death, i simply stick my internet usb out and my internet connection is lost...
Thats not usefull at all
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Quote:
Originally Posted by Dripac
If i want to avoid death, i simply stick my internet usb out and my internet connection is lost...
Thats not usefull at all
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Actually the issue is still /q
If you lose connection, you disconnect, but to other players / server, your still there for a while
Lost connection and timeout already have a delay if you actually look at it. /q just needs one
and to trolls talking about 40 mins and what not, just get out -_-
I guess this can be scrapped anyway, /q is really meant for quick leaving as fast as possible
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No support, besides most quitting to avoid deaths i have seen time out.
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Bunch of lamers nowadays /q /q /q all the time.
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It IS possible to keep a player's account on a server (idle, but interactable) for a few seconds after /q, isn't it? The client itself will close when /q is used, and the server disconnects the client, but keeps a 'fake' player on the server, at the same position for a few seconds, before deleting it. The fake player would go through all callbacks etc normally.