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[Library] samp-advanced-kicks
#1
samp-delayed-kick



[Image: sampctl-samp--advanced--kick-2f2f2f.svg?...-the-badge]





?Installation



Simply?install?to?your?project:



Code:
sampctl?package?install?Mergevos/samp-advanced-kick



Include?in?your?code?and?begin?using?the?library:



Code:
#include?<m_kicks>



Usage



To?use?this?include,?simply?include?it.?There's?no?need?for?fixing?kick?and?SendClientMessage(etc...)?due?to?its?problems.

There're?a?few?functions.?

Code:
Kick(playerid)

Very?famous?function,?already?known.

Code:
KickEx(playerid,?string:?reason[],?bool:usecallback=false)??
?

Sister?function?of?famous?Kick.?You?may?now?kick?with?reason,?that's?going?to?be?send?like?a?message??

Code:
AdvancedKick(playerid,?targetid,?string:?reason[],?time);??

This?function?will?check?whether?the?playerid?or?targetid?are?connected,?returning?a?`OnPlayerKicked`?callback.?Allowing?you?to?choose?interval?after?which?will?player?get?kicked.??

Code:
public?OnlayerKicked(playerid,?kickerid,?string:?reason[],?time,?responselevel)

Allows?player?to?choose?and?create?their?own?response?if?the?either?player?or?target's?not?connected??



Code:
enum?{

????KICK_SUCCESS?=?1,?//?Kick's?successful??

????KICK_KICKEROFFLINE,?//?Player?offline,?target?id?not?player?id??

????KICK_TARGETOFFLINE?//?Target?offline,?player?id?not?kicker?id??

}

Theese're?the?response?levels?used?by?a?responselevel?param?in?OnPlayerKicked?callback





Testing



To?test,?simply?run?the?package:



Code:
sampctl?package?run




Other



I don't know why I've just?had published this
  Reply
#2
Code:
// --
// <summary>Forwards callback OnPlayerKicked</summary>
// --

Oh no @Jamie

EDIT: This include is generally useless as there are MANY better ways of delaying connection closing. (also 70ms here is insufficient here)
Using Pawn.CMD?

If you're doing so, this is the very first sign that you absolutely shouldn't utilize your all powerful P-Code knowledge in any of the scripting discussion topics.
  Reply
#3
(2020-07-30, 10:09 PM)Pinch Wrote:
Code:
// --
// <summary>Forwards callback OnPlayerKicked</summary>
// --

EDIT: This include is generally useless as there are MANY better ways of delaying connection closing. (also 70ms here is insufficient here)

Da u pravu si momcino.
Many better ways, like GetTickCount, GetTime etc...there are more efficient ways to do this excatly. Thank you, I'll do that, ba? kao ?to si mi rekao ;)
EDIT: Forgot, you've said it's insufficient? Sure?
  Reply
#4
(2020-08-01, 12:41 PM)Mergevos Wrote:
(2020-07-30, 10:09 PM)Pinch Wrote:
Code:
// --

// <summary>Forwards callback OnPlayerKicked</summary>

// --



EDIT: This include is generally useless as there are MANY better ways of delaying connection closing. (also 70ms here is insufficient here)



Da u pravu si momcino.

Many better ways, like GetTickCount, GetTime etc...there are more efficient ways to do this excatly. Thank you, I'll do that, ba? kao ?to si mi rekao ;)

EDIT: Forgot, you've said it's insufficient? Sure?



I am sure as in real-time player's ping can be much higher than 70ms ;D
Using Pawn.CMD?

If you're doing so, this is the very first sign that you absolutely shouldn't utilize your all powerful P-Code knowledge in any of the scripting discussion topics.
  Reply
#5
(2020-08-01, 04:42 PM)Pinch Wrote:
(2020-08-01, 12:41 PM)Mergevos Wrote:
(2020-07-30, 10:09 PM)Pinch Wrote:
Code:
// --

// <summary>Forwards callback OnPlayerKicked</summary>

// --



EDIT: This include is generally useless as there are MANY better ways of delaying connection closing. (also 70ms here is insufficient here)



Da u pravu si momcino.

Many better ways, like GetTickCount, GetTime etc...there are more efficient ways to do this excatly. Thank you, I'll do that, ba? kao ?to si mi rekao ;)

EDIT: Forgot, you've said it's insufficient? Sure?



I am sure as in real-time player's ping can be much higher than 70ms ;D



Ah, okay, you could suggest me more ways thus I can implement into this lib lepi moj
  Reply


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