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One
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Join Date: Oct 2008
Location: Hardstyle-eSports.de
Old 11-28-2009 , 16:07   Re: hud message
Reply With Quote #21

was just an example but sure putinserver is better
dont ask me why.
in manyplugins which are released is putin server used. so i think this is a better was as client_connect.
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Hunter-Digital
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Join Date: Aug 2006
Location: In the Game [ro]
Old 11-28-2009 , 16:29   Re: hud message
Reply With Quote #22

Quote:
Originally Posted by One View Post
was just an example but sure putinserver is better
dont ask me why.
in manyplugins which are released is putin server used. so i think this is a better was as client_connect.
It's not "better", it depends on WHEN is triggered...

client_connect() is triggered when the player attempts to connect to the server (when the first piece of loading bar starts to fill), it's impossible to print a message to that player while he's connecting...

client_putinserver() triggers when player finished loading and sees the 3D world, right before he sees the MOTD window (if there is a motd on server)

also...
client_authorized() is called when a player is authorized by steam... but timing compared to client_connect() and/or client_putinserver() is completly random, can happen before or after any one of those...

client_disconnect() triggers when a "put in server"-ed player is disconnected, doesn't trigger if the player pressed escape while loading.

anyway, best way to print a message after player connects is to send it 1-2 seconds after client_putinserver() with a task or something
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Last edited by Hunter-Digital; 11-28-2009 at 16:31.
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One
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Location: Hardstyle-eSports.de
Old 11-28-2009 , 17:29   Re: hud message
Reply With Quote #23

wow ty.
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