Problem using player:PrintMessage clientside.
[lua]function WMOrderMsg (omsg)
surface.PlaySound("/weapons/smg1/switch_burst.wav");
local mode = omsg:ReadLong();
if mode == 0 then
LocalPlayer():PrintMessage(HUD_PRINTCENTER, "Warmelons moving to waypoint");
elseif mode == 1 then
LocalPlayer():PrintMessage(HUD_PRINTCENTER, "Warmelons following target");
elseif mode == 2 then
LocalPlayer():PrintMessage(HUD_PRINTCENTER, "Warmelons attacking target");
else
LocalPlayer():PrintMessage(HUD_PRINTCENTER, "Invalid order mode ID received");
end
end
usermessage.Hook("WMOrderMsg", WMOrderMsg);
[/lua]
Sound plays fine, but no text comes up, and no error is shown. What's going on? It worked fine when I called it serverside.
Scrap that.
Wiki says print message is a server side function
[url]http://wiki.garrysmod.com/?title=G.PrintMessage[/url]
I thought this was client side.. Hmm.
Just make your own message system, the center chat thing is ugly anyway.
[QUOTE=blackops7799;17234716]I thought this was client side.. Hmm.
Just make your own message system, the center chat thing is ugly anyway.[/QUOTE]
Apparently not. The wiki says shared, but:
[code]lua_run_cl LocalPlayer():PrintMessage( HUD_PRINTCENTER, "Testing")[/code]
Doesn't work.
Odd.. Well the function is definitely client side too.. because this works.
[code]
lua_run_cl LocalPlayer():PrintMessage( HUD_PRINTTALK, "Testing")
[/code]
I guess HUD_PRINTCENTER is broken on client?
Sharpe, your link is to the global PrintMessage, not the player function. Unless I've been reading the wiki wrong, player:PrintMessage is shared.
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