streamed in paused players facing north
#1

Title says it all. When a player streams in for another player and they are paused they will be facing north (0.0) until they unpause then their facing angle is updated properly for other players.
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#2

That's because paused players don't send data to the server. That's the reason why AFK systems are able to detect when a player AFK's - OnPlayerUpdate stops being called. Simply, it's meant to be this way.
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#3

Quote:
Originally Posted by Abagail
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That's because paused players don't send data to the server. That's the reason why AFK systems are able to detect when a player AFK's - OnPlayerUpdate stops being called. Simply, it's meant to be this way.
GetPlayerFacingAngle returns the correct angle of the player, not 0.0. So I wouldn't say it's meant to be this way.
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#4

It returns last received angle I believe.
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#5

Yeah so if GetPlayerFacingAngle returns the correct angle there's no reason for the player to be facing north paused or not.
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#6

Er.. seems to be criticel
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#7

Sorry for bump
I actually wondered if someone have a solutions
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#8

OnPlayerUpdate will not be called for paused players. So you can use the last received angle update of the player.
pawn Code:
new
    Float:g_PlayerLastAngle[MAX_PLAYERS];

public OnPlayerUpdate(playerid) {

    GetPlayerFacingAngle(playerid, g_PlayerLastAngle[playerid]);
    return 1;
}

//if player is paused, use the last received angle.
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#9

Quote:
Originally Posted by Lordzy
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pawn Code:
//if player is paused, use the last received angle.
Read the thread, that is what already happens... If you GetPlayerFacingAngle on a tabbed player, you get the last known angle...
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#10

That's not a bad plan to keep tabbed players that are tabbed for a long time out, but if a player has simple packet loss they'd end up being thrown into the VW. That is if you don't do a minimum of 5 seconds or so tabbed to make sure they are indeed tabbed.
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#11

I don't really see how this is a problem. Are you really able to set the world for a paused player? Will the player not stay in the current world until the next update / unpause?
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#12

Quote:
Originally Posted by RedFusion
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I don't really see how this is a problem. Are you really able to set the world for a paused player? Will the player not stay in the current world until the next update / unpause?
Virtual Worlds are handled by the server, the client doesn't spread any of that data to the players himself.

edit: Oh dear god sorry, forgot the date :/
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#13

Quote:
Originally Posted by Abagail
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That's because paused players don't send data to the server. That's the reason why AFK systems are able to detect when a player AFK's - OnPlayerUpdate stops being called. Simply, it's meant to be this way.
My friend, did you find a solution to the problem?
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#14

Can people stop bumping this topic, seriously. Why is it such an issue that the topic needs to be bumped every couple of months?

It's a SA-MP problem that won't be fixed because it's not an issue. Case closed.
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