|
zero
|
 |
« on: August 15, 2011, 04:14:38 PM » |
|
I would assume that this is supposed to only trigger when a user actually spawns. However it can and does trigger when a user is dead before they ever spawn. For example this event will trigger when a user joins the server.
Logically users could filter this by running a check within OnWar3EventSpawn to see if the user is connected and alive ect. However, I assume that an event called OnWar3EventSpawn is intended to do this already.
Please let me know if this is a real glitch or if we are supposed to be running manual checks.
On another note, do we need public W3ONLY(){} in our code?
|
|
|
|
|
Logged
|
|
|
|
|
Ownz
|
 |
« Reply #1 on: August 15, 2011, 04:15:56 PM » |
|
OnWar3EventSpawn fires when player joins the game and i dont know why, IsPlayerAlive(client) is true even though the player just joined and is not alive
this is the game engine's problem, not war3's
|
|
|
|
|
Logged
|
 DarkEnergy
|
|
|
|
zero
|
 |
« Reply #2 on: August 15, 2011, 09:31:07 PM » |
|
Perhaps if the check was delayed .1 seconds it would work?
|
|
|
|
|
Logged
|
|
|
|
|
Ownz
|
 |
« Reply #3 on: August 15, 2011, 09:36:23 PM » |
|
what are you using it for?
|
|
|
|
|
Logged
|
 DarkEnergy
|
|
|
|
zero
|
 |
« Reply #4 on: August 15, 2011, 10:41:24 PM » |
|
Anything that occurs when a user spawns such as setting effects and player settings for a race. I just want to prevent code from running when it is not supposed to in order to prevent any possible strange behavior and or crashes.
I know that if spawn effects are not delayed about .5 seconds they will not appear correctly at spawn for example. In addition some effects can crash the server if not delayed .5 seconds from OnWar3EventSpawn
|
|
|
|
|
Logged
|
|
|
|
|
Ownz
|
 |
« Reply #5 on: August 16, 2011, 07:08:22 AM » |
|
you can try using a 0.1 delay and checking alive or just check if their race is >0 or check team >0
|
|
|
|
|
Logged
|
 DarkEnergy
|
|
|
|