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#26
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Quote:
I am still sitting and waiting in my aircraft after 12 seconds, so both a player and an aircraft exist. Why can he be invalid? PS. Sorry, maybe I did not explain it in detail. Timeout(12, () => is related to Code:
msgTooManyAircraft(player);
showTestMsg(player);
Code:
Timeout(20, () =>
{
msgCurrentObjectives(player); // current objectives
});
The part which does not work is Code:
//// NET settings msg - do not work on dedicated server, works on hosted server for host at least
//// prevents several lines of code from execution, e.g. current109s++ does not work
//sendScreenMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes.", null);
//sendScreenMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера.", null);
//Timeout(7, () => // 2nd part
//{
// sendScreenMessageTo(player, new string[] { "ru" }, "Please report on 1C Clifs of Dover forums if this helps reducing lag.", null);
// sendScreenMessageTo(player, "ru", "Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null);
//});
//sendChatMessageTo(player, new string[] { "ru" }, "Please set your NET speed to ISDN in game network settings. This is needed for server testing purposes. Please report on 1C forums if this helps reducing lag.", null);
//sendChatMessageTo(player, "ru", "Пожалуйста, поставьте в настройках игры скорость сети 'ISDN'. Это нужно для тестирования сервера. Пожалуйста, сообщите на форуме sukhoi.ru уменьшает ли это лаги.", null);
And the complete code of OnTickGame sends messages only offline or on a hosted server to the host. Does not send messages to remote player on a dedicated server. Last edited by Ataros; 10-11-2011 at 07:34 PM. |
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