• Unpooled Client Side Message
    2 replies, posted
Hi The Client won't send the PlayerJoined to the server for some weird reason. It prints client joined in console then gives up. If its important this is a messaging system that is work in progress, designed for a serious RP setting. Clientside: --Generating Number Using the Timestamp net.Receive("PlayerJoined", function() print("Client Join"); Number = os.time(); print("User Number - " .. Number); net.Start("PlNumber"); net.WriteString(Number); net.SendToServer(); end) --Requesting the Number function GetNumber(ply, strText, bTeam, bDead) if (strText == "!GetNumber") then net.Start("PlGetNumber"); net.SendToServer(); end end Serverside: print("Server Messaging Start"); Numbers = {0,0}; util.AddNetworkString("ReceiveNumber"); util.AddNetworkString("PlGetNumber");--Before you mention it, without this it doesn't work at all for some reason, even though this is client side. --Saving Number Server Side, Temporary at the moment net.Receive("PlNumber", function(pl, Number) print("Player Receive Number"); Numbers[pl] = Number; end) --Sending the number back to the player when they request it net.Receive("PlGetNumber", function(pl) net.Start("ReceiveNumber"); net.WriteString(Numbers[pl]); net.Send(pl); end); print("Sever Messaging End"); Error when you request the number: [ERROR] lua/autorun/server/sin_rp_messagingsv.lua:12: bad argument #1 to 'WriteString' (string expected, got nil)   1. WriteString - [C]:-1    2. func - lua/autorun/server/sin_rp_messagingsv.lua:12     3. unknown - lua/includes/extensions/net.lua:32
You should use WriteInt for this since os.time() returns a number. This is probably where I'd start.
Thanks A lot, Fixed
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