Liberty Unleashed

Scripting => Script Help => Topic started by: Motley on March 29, 2016, 02:27:19 am

Title: player.Spawn(); has issues
Post by: Motley on March 29, 2016, 02:27:19 am
I have tested this code a lot and maybe it is just me, But In client scripts if I return onClientRequestSpawn to 0; and I add on auto-login, register, or login if the actions of the encrypted password returns true player.Spawn(); I get a double spawn print in the console.


Now I am now messing with Sq_Lite, In other scripting application methods I was using it would mess up players data, Weapons everything.

Am I the only one dealing with this, or dealt with it?
Title: Re: player.Spawn(); has issues
Post by: Atheros on June 19, 2016, 03:07:40 pm
same here.
Title: Re: player.Spawn(); has issues
Post by: Ankris on June 19, 2016, 07:00:28 pm
Not only a double print, the onPlayerSpawn function it's called twice.

Reported it (http://mantis.liberty-unleashed.co.uk/view.php?id=127)
Title: Re: player.Spawn(); has issues
Post by: Vortrex on June 21, 2016, 06:25:27 am
Yeah, I've ran into this issue before.

Also, not sure if anybody else runs into this, but its related so I'll throw it out there:
When I use player.Spawn, the player sometimes gets thrown back into the spawn screen at random. Doesn't have any specific timing to it or anything that I've noticed, it's completely random and strange.

Because of these two issues, I made my login feature tell a player to press the control key, instead of spawning automatically. It pretty much just says "Welcome back, Vortrex. You have been logged in. Press CTRL to spawn".