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Erox902
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Join Date: Jun 2009
Location: Never Never Land
Old 12-05-2011 , 12:54   Re: hud
Reply With Quote #1

Quote:
Originally Posted by tuty View Post
when connected
when connected can't be caught afaik.
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kotinha
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Join Date: Jun 2009
Location: Alentejo, Portugal :)
Old 12-05-2011 , 13:09   Re: hud
Reply With Quote #2

use the forward client_putinserver() ?
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Erox902
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Join Date: Jun 2009
Location: Never Never Land
Old 12-05-2011 , 16:59   Re: hud
Reply With Quote #3

Quote:
Originally Posted by tuty View Post
jesus christ man, he want when player is on damn server, i think =))
jesus christ man, there ain't no event for when player is on damn server.
Quote:
Originally Posted by kotinha View Post
use the forward client_putinserver() ?
I'm not sure but I've heard that even this can get called before player actually is on server.

I would've given them at the spawn event, round start log event or team join event( if there is one? ).

But like I said before, search for permanent hud in scripting help and in requests.
You should always search first I found 24 threads just here in requests section alone.

Last edited by Erox902; 12-05-2011 at 17:00.
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jackas
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Join Date: Feb 2011
Old 12-05-2011 , 17:31   Re: hud
Reply With Quote #4

Quote:
Originally Posted by Erox902 View Post
jesus christ man, there ain't no event for when player is on damn server.
I'm not sure but I've heard that even this can get called before player actually is on server.

I would've given them at the spawn event, round start log event or team join event( if there is one? ).

But like I said before, search for permanent hud in scripting help and in requests.
You should always search first I found 24 threads just here in requests section alone.
I tried alot from my side...but i failed..any help from ur side will be appreciate
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Quote:
Originally Posted by bo0m View Post
Ok, there are a couple ways to find this, here are about 5:
1. Search
2. Search again
3. If you don't find it, then search again.
4. After searching the 3rd time, search again
5. Then when you are tired of searching, just search some more!!!!

Last edited by jackas; 12-05-2011 at 17:39.
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kotinha
Senior Member
Join Date: Jun 2009
Location: Alentejo, Portugal :)
Old 12-05-2011 , 18:04   Re: hud
Reply With Quote #5

Quote:
Originally Posted by Erox902 View Post
jesus christ man, there ain't no event for when player is on damn server.
I'm not sure but I've heard that even this can get called before player actually is on server.

I would've given them at the spawn event, round start log event or team join event( if there is one? ).

But like I said before, search for permanent hud in scripting help and in requests.
You should always search first I found 24 threads just here in requests section alone.
Doesn't matter when the forward is called if it is when the player is connecting or when he is already connected, you just need to call cmd_Distimep() and then it'll show the message every second until he leaves, so even if the player isn't fully connect YET, he will be and when he does the message will appear

If the function gives any error of the player not being connected (but I think it won't) just add a check with is_user_connected()...
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tuty
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Join Date: Jul 2008
Location: UK
Old 12-06-2011 , 09:13   Re: hud
Reply With Quote #6

Quote:
Originally Posted by Erox902 View Post
jesus christ man, there ain't no event for when player is on damn server.
I'm not sure but I've heard that even this can get called before player actually is on server.
you are stupid like rain in za' morning. you dont need a event to show to a player or to all players something in hud, you can do a task, or create a entity wich thinks and check if player is connected with is_user_connected( )... damn
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Last edited by tuty; 12-06-2011 at 09:15.
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Erox902
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Join Date: Jun 2009
Location: Never Never Land
Old 12-06-2011 , 14:58   Re: hud
Reply With Quote #7

Quote:
Originally Posted by tuty View Post
you are stupid like rain in za' morning. you dont need a event to show to a player or to all players something in hud, you can do a task, or create a entity wich thinks and check if player is connected with is_user_connected( )... damn
Hm, valid idea but will take plenty of cpu.
So I'll say this once again:
Quote:
Originally Posted by Erox902 View Post
I would've given them at the spawn event, round start log event or team join event( if there is one? ).
This would be simple and not causing any excessive cpu usage.
And also
Quote:
Originally Posted by Erox902 View Post
But like I said before, search for permanent hud in scripting help and in requests.
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tuty
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Join Date: Jul 2008
Location: UK
Old 12-05-2011 , 15:27   Re: hud
Reply With Quote #8

Quote:
Originally Posted by Erox902 View Post
when connected can't be caught afaik.
jesus christ man, he want when player is on damn server, i think =))
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