Is there a steam id validated function, or something that will be able to detect it in lua?
gamemode.PlayerConnect doesn't work with steam ids and there is no event for validate, although there is a event for playerconnect once again, but it will only return STEAM_ID_PENDING, which is not very useful.
Is there a way to detect steam ids [b]before[/b] they actually get in to the server?
I'm asking this because there should be some kind of way to know that, since in server logs, it will display when they connect, and when they get validated..
[b][url=wiki.garrysmod.com/?title=Gamemode.PlayerAuthed]Gamemode.PlayerAuthed [img]http://wiki.garrysmod.com/favicon.ico[/img][/url][/b] could be what you are looking for?
I've tried that, but it will only be called at the same time as the event 'player_activate', which is called 0.1 seconds or something before initial spawn, which breaks most of the initial spawns, I want to see when they are validated in the time where the logs says it..
PlayerPasswordAuth.
gatekeeper
I have also tried that, but my function seemed to be too long to be recognized by it, so it went for the defaults instead.. (I'm trying to make my own ban system that will display all information about that ban, instead of sources built in "Steam ID .... is banned." mine would show how long until it would expire, and the reason for it..
show me the code
- snip -
[QUOTE=leiftiger;21267426]bla bla bl[/QUOTE]
its not an GM function its a hook :ms:
and GAMEMODE:TableHasValue(BannedUsers, steam)
should be table.HasValue(BannedUsers, steam)
No it shouldn't it is my own function, which will fix so the table will read the first value, while table.HasValue doesn't work that way.
Thanks so much bromvlieg, I thought all functions was overridable like that, but I guess not, I made it a hook now, I have to redownload everything from my server again, I'll see if it works
Worked, thanks so much for noticing that stupid error :)
[QUOTE=leiftiger;21272479]No it shouldn't it is my own function, which will fix so the table will read the first value, while table.HasValue doesn't work that way.[/QUOTE]
table.HasValue's first parameter is the table, the second is the value. However that sentence is difficult to understand, so maybe you want it to take the value first.
[QUOTE=yakahughes;21274092]table.HasValue's first parameter is the table, the second is the value. However that sentence is difficult to understand, so maybe you want it to take the value first.[/QUOTE]
table.HasValue doesn't support tables that has tables in it, so I made my own function to read the first value in the table that is in that table, because I only need to read the first value.
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