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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