09-12-2014, 06:22 AM
If you want to send a message to all players, you could use broadcast.
cRoot:Get():BroadcastChat()
cRoot:Get():BroadcastChat()
I can't create any commands.
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09-12-2014, 06:22 AM
If you want to send a message to all players, you could use broadcast.
cRoot:Get():BroadcastChat() (09-12-2014, 05:59 AM)LO1ZB Wrote: Why do you use the same function for a Hook and a command? I saw it on a wiki example. In other words, i have no idea what that line of code does it seems, as i thought it was needed to make the command(s) work. If i change true to false, it executes both commands, on just 1 command.. Painfully obvious by now i am a scripting noob! (09-12-2014, 06:22 AM)Seadragon91 Wrote: If you want to send a message to all players, you could use broadcast. So in stead of this: -- RollJoint: function RollJoint(Player, j) Player:SendMessage("§b" .. Player:GetName() .. " is rolling a joint.") return false end change it to this: ? -- RollJoint: function RollJoint(Player, j) cRoot:Get():BroadcastChat("§b" .. Player:GetName() .. " is rolling a joint.") return false end
09-12-2014, 07:36 AM
(09-12-2014, 07:15 AM)Lo_Pan Wrote: I saw it on a wiki example. If you set return to true inside the function: user send command -> enter hook -> enter function -> finish set it to false: user send command -> enter hook -> enter function -> enter command handler -> enter function again -> finish You shouldn't use the same function for both, unless you know what you are doing. (09-12-2014, 07:36 AM)LO1ZB Wrote: If you set return to true inside the function: That's the problem, I have no idea what I'm doing! I thought the code with the HOOK was part of the command. If I change the name of that, it fails and I get a "(no name)" error in console. So I am actually more confused now then 10 minutes ago! Btw, sorry for hijacking Guandor's topic, but as I had the same problem (in the beginning at least) I thought making a new topic for it would be a bit overkill. (09-12-2014, 08:24 AM)Lo_Pan Wrote: That's the problem, I have no idea what I'm doing! When you change the name of the function, which is called in the hook, you have to create a function with that name. (09-12-2014, 08:34 AM)LO1ZB Wrote: When you change the name of the function, which is called in the hook, you have to create a function with that name. Right, so, the name of the function in the hook is the same as the actuall function, which I have done but still it fails. See code bellow The hook is PluginInfo and the function is PluginInfo, so that should be right then, right?! -- This will initialize the plugin to the server. function Initialize(Plugin) Plugin:SetName("STONED") Plugin:SetVersion(1) -- Hooks cPluginManager:AddHook(cPluginManager.HOOK_EXECUTE_COMMAND, PluginInfo); cPluginManager:AddHook(cPluginManager.HOOK_EXECUTE_COMMAND, RollJoint); cPluginManager:AddHook(cPluginManager.HOOK_EXECUTE_COMMAND, SmokeJoint); PLUGIN = Plugin -- Command Bindings cPluginManager.BindCommand("/pi", "STONED.pi", PluginInfo, " - display plugin version."); -- PluginInfo binding cPluginManager.BindCommand("/j", "STONED.j", RollJoint, " - player is rolling a joint."); -- RollJoint binding cPluginManager.BindCommand("/l", "STONED.l", SmokeJoint, " - player is smoking a joint."); -- SmokeJoint binding LOG("Initialised " ..Plugin:GetName() .. " v." .. Plugin:GetVersion()) return true end function OnDisable() LOG(PLUGIN:GetName() .. " is shutting down!") end -- Commands -- PluginInfo function PluginInfo(Player, pi) Player:SendMessage("§eSTONED v1.0.0.3") return false end -- RollJoint: function RollJoint(Player, j) cRoot:Get():BroadcastChat("§b" .. Player:GetName() .. " is rolling a joint.") return false end -- SmokeJoint: function SmokeJoint(Player, l) cRoot:Get():BroadcastChat("§b" .. Player:GetName() .. " is smoking a joint.") return false end function Initialize(Plugin) Plugin:SetName("STONED") Plugin:SetVersion(1) PLUGIN = Plugin -- Command Bindings cPluginManager.BindCommand("/pi", "STONED.pi", PluginInfo, " - display plugin version."); -- PluginInfo binding cPluginManager.BindCommand("/j", "STONED.j", RollJoint, " - player is rolling a joint."); -- RollJoint binding cPluginManager.BindCommand("/l", "STONED.l", SmokeJoint, " - player is smoking a joint."); -- SmokeJoint binding LOG("Initialised " .. Plugin:GetName() .. " v." .. Plugin:GetVersion()) return true end function OnDisable() LOG(PLUGIN:GetName() .. " is shutting down!") end -- PluginInfo function PluginInfo(Player) Player:SendMessage("§eSTONED v1.0.0.3") return true end -- RollJoint: function RollJoint(Player) cRoot:Get():BroadcastChat("§b" .. Player:GetName() .. " is rolling a joint.") return true end -- SmokeJoint: function SmokeJoint(Player) cRoot:Get():BroadcastChat("§b" .. Player:GetName() .. " is smoking a joint.") return true end
09-12-2014, 07:37 PM
Gentlemen, please post your code with [ shcode=lua ] tag, not the [ php ] tag. Thank you.
09-12-2014, 07:39 PM
Lo_Pan: to implement a command you don't need to use a hook at all. That hook is only for plugins that want to intercept **other plugins' commands** and modify or disable them. For normal command processing, just bind the command, nothing else.
09-12-2014, 07:45 PM
Your callback is wrong. The first parameter the command callback receives is the Split - the text that the player entered, split at each space. The second parameter is the cPlayer object.
-- PluginInfo function PluginInfo(a_Split, a_Player) a_Player:SendMessage("§eSTONED v1.0.0.3") return true end -- RollJoint: function RollJoint(a_Split, a_Player) if (a_Split[2] ~= nil) then -- The player gave us a parameter for the command: cRoot:Get():BroadcastChat("§b" .. a_Player:GetName() .. " is rolling a joint with an extra " .. a_Split[2] .. " inside.") else -- There was no parameter, so it's a simple joint: cRoot:Get():BroadcastChat("§b" .. a_Player:GetName() .. " is rolling a joint.") end return true end -- SmokeJoint: function SmokeJoint(a_Split, a_Player) cRoot:Get():BroadcastChat("§b" .. a_Player:GetName() .. " is smoking a joint.") return true end |
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