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[L4D1] How to create timers for each player


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ZBzibing
Senior Member
Join Date: Dec 2012
Old 11-13-2023 , 06:01   [L4D1] How to create timers for each player
Reply With Quote #1

Code:
CreateTimer(60.0, weapon_fire1, 60, TIMER_FLAG_NO_MAPCHANGE);

public Action weapon_fire1(Handle timer, int time)
{
	if(time >= 0)
	{
		CreateTimer( 1.0, weapon_fire1, --time);
		PrintCenterText(client,"%i sec",time );
	}
	return Plugin_Stop;
}
PrintCenterText(client,"%i sec",time );
I need to have each player show his timer, but I don't know how he wrote it.
__________________
Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:

Last edited by ZBzibing; 11-13-2023 at 06:02.
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ProjectSky
AlliedModders Donor
Join Date: Aug 2020
Old 11-13-2023 , 06:40   Re: [L4D1] How to create timers for each player
Reply With Quote #2

PHP Code:
Handle g_hTimer[MAXPLAYERS+1];

// client index
g_hTimer[client] = CreateTimer(60.0Weapon_fire160TIMER_FLAG_NO_MAPCHANGE); 
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ZBzibing
Senior Member
Join Date: Dec 2012
Old 11-16-2023 , 00:17   Re: [L4D1] How to create timers for each player
Reply With Quote #3

Quote:
Originally Posted by ProjectSky View Post
PHP Code:
Handle g_hTimer[MAXPLAYERS+1];

// client index
g_hTimer[client] = CreateTimer(60.0Weapon_fire160TIMER_FLAG_NO_MAPCHANGE); 
Thanks, but it can't reach every player.
I'd like each player to be able to print their own timer, showing the countdown time.
__________________
Please forgive, If I'm not describing it accurately. I use google translate
Functional tests are all from L4D1, and are only keen to solve and fix various bugs of L4D1:
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 11-16-2023 , 13:19   Re: [L4D1] How to create timers for each player
Reply With Quote #4

https://wiki.alliedmods.net/Timers_(...#Simple_Values
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Last edited by Marttt; 11-16-2023 at 13:24.
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101
Member
Join Date: Nov 2023
Old 12-04-2023 , 02:20   Re: [L4D1] How to create timers for each player
Reply With Quote #5

Example 1
PHP Code:
#include <sourcemod>

#define WHATEVER 120 

new player_value[MAXPLAYERS+1];

public 
OnClientPostAdminCheck(client)    //this usually called in sourcemod when client join the game OR client passed new map 
{
    
CreateTimer(1.0 player_Timer client TIMER_REPEAT);    //repeated timer runs every 1 second (Repeted-Timers won't be stopped until you kill the handle)
}

public 
Action:player_Timer(Handle:Timer,any:client)
{
    if (
IsClientConnected(client)    &&    player_value[client] <= WHATEVER )
    {
        
PrintCenterText(client "%d sec" , ++player_value[client] );    // 1 sec ... 2 sec ... 3sec ...
    
}
    else 
    {
        
// in case Client Disconnected OR the timer finished its mission  : 
        
        
player_value[client]=0;        // reset the value 
        
return Plugin_Stop;            //kill the repeated-timer
    
}

Some people prefer to Carry The Repeated Timer in a Specified Handle (SO THEY CAN LATERLY CHECK IF IS STILL RUNNING OR NOT) , here is an example 2 :
PHP Code:
#include <sourcemod>

#define WHATEVER 120 

new player_value[MAXPLAYERS+1];
Handle player_hTimer[MAXPLAYERS+1];        // This Is The New Touch , Note : this will be automatically filled by values: INVALID_HANDLE;

public OnClientPostAdminCheck(client)
{
    
player_hTimer[client]= CreateTimer(1.0 player_Timer client TIMER_REPEAT);        //we attached the timer to a specific handle
}

public 
Action:player_Timer(Handle:Timer,any:client)
{
    if (
IsClientConnected(P)    &&    player_value[client] <= WHATEVER )
    {
        
PrintCenterText(client "%d sec" , ++player_value[client] );    // 1 sec ... 2 sec ... 3sec ...
    
}
    else 
    {
        
// in case Client Disconnected OR the timer finished its mission  : 
        
        
player_value[client]=0;                    // reset the value 
        
player_hTimer[client]=INVALID_HANDLE;    //its important to reset our handle To bring benefit from Check_Player_Timer() 
        
return Plugin_Stop;                        //kill the repeated-timer
    
}
}

Check_Player_Timer(client)
{
    if (
player_hTimer[client]!=INVALID_HANDLE)
    {
        
//in this case we got sure that timer of client is still running 
        //to kill it imediatelly We have to do this : 
        
CloseHandle(player_hTimer[client]);        //CloseHandle(Avaliabe_handle) Or KillTimer(Avaliabe_handle) so the repeated-timer above will return Plugin_Stop and stop working
        
player_hTimer[client]=INVALID_HANDLE;    //reset our handle to null so We can get benefit again from Check_Player_Timer() function; 
        
player_value[client]=0;    
    }

101 is offline
101
Member
Join Date: Nov 2023
Old 12-04-2023 , 02:31   Re: [L4D1] How to create timers for each player
Reply With Quote #6

Quote:
Originally Posted by Marttt View Post
All explanations don't satisfy beginners .
there must be a main source site that explain every f thing with details and "at least" 5 examples .
Most Plugins here are so complicated and not coded well in both sections (sourcemod and amxmodx)
Most Usually Write a book of scriptng included unnecessary bullshit things , i think there is a lack of knowladge here, but WHO CARES ?

Last edited by 101; 12-04-2023 at 02:41.
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Marttt
Veteran Member
Join Date: Jan 2019
Location: Brazil
Old 12-04-2023 , 04:45   Re: [L4D1] How to create timers for each player
Reply With Quote #7

Pretty sure that the example requested is in the link...

Anyway, you can always download plugins from known good authors like Silvers, which mainly does L4D1/L4D2 plugins and has a clean, easy to ready, working code and also has the timer/client stuff explained in his scripting TUTORIAL thread.
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Last edited by Marttt; 12-04-2023 at 04:48.
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