Oh well do longer so I can download it when I get on my computer.
[QUOTE=CoolOppo;38657734]Oh we'll do longer so I can download it when I get on my computer.[/QUOTE]
It's set to never expire now, this is just a temporary code, since we know Leystryku can't code, When I have time I'll do it and write up a script, but got real life things to do so I'm busy. :)
It works now, but it pops up every time the level changes.
Edit: also every time the round starts/ends on TTT.
The "lua kings" of Facepunch visit this thread only to give out dumbratings to everyone who's actually trying to help the OP. Good job, you guys make a difference.
[QUOTE=itkuitkzhji;38661512]The "lua kings" of Facepunch visit this thread only to give out dumbratings to everyone who's actually trying to help the OP. Good job, you guys make a difference.[/QUOTE]
You know, I was right about to say this. NinjaS has been nothing but helpful and they come here and rate everything dumb. Unless they want to actually help out a little and give some tips, it makes no sense to be criticizing with anything but constructive criticism.
[QUOTE=itkuitkzhji;38661512]The "lua kings" of Facepunch visit this thread only to give out dumbratings to everyone who's actually trying to help the OP. Good job, you guys make a difference.[/QUOTE]
Boxes don't mean nothing to me people are just butthurt. :v: for me boxes = love 1 box 1 love +1 would rate them again :v:
They're not really lua kings if they ask in What do you need help with? V3 every 10 mins :v: I'm the only true lua king here
[QUOTE=CoolOppo;38659810]It works now, but it pops up every time the level changes.
Edit: also every time the round starts/ends on TTT.[/QUOTE]
You need to set a timer delay on the RunConsoleCommand of 3 seconds or that will happen.
[QUOTE=NinjaS;38663969]:v: I'm the only true lua king here[/QUOTE]
stuff like this is why you're getting boxes
[QUOTE=BL00DB4TH;38664359]stuff like this is why you're getting boxes[/QUOTE]
stuff like this is why you're getting boxes
[QUOTE=NinjaS;38657774]It's set to never expire now, this is just a temporary code, since we know Leystryku can't code, When I have time I'll do it and write up a script, but got real life things to do so I'm busy. :)[/QUOTE]
Because I "can't code" I gave you advice, seems legit.
I totally don't have other things to do.
Here guys, a properly fixed version
[code]
-- AntiCrash coded by Flapadar
-- Fixed by Leystryku
-- 30/11/12
AntiCrash = {}
CreateConVar("anticrash_enabled", "1", FCVAR_ARCHIVE)
if ( not GetConVar("anticrash_enabled") ) then
return
end
if SERVER then
AddCSLuaFile("sh_anticrash.lua")
util.AddNetworkString("AntiCrash.Pong")
function AntiCrash.Ping( ply, cmd, args )
if ( not ply.LastPing or ply.LastPing + 5 < CurTime() ) then
ply.LastPing = CurTime()
net.Start("AntiCrash.Pong")
net.Send( ply )
MsgN("Ping !")
end
end
concommand.Add("_anticrash_ping", AntiCrash.Ping)
return
end
AntiCrash.LastMoveTime = CurTime() + 10
AntiCrash.ShouldRetry = true
AntiCrash.Crashed = false
AntiCrash.Spawned = false
AntiCrash.Pending = false
AntiCrash.SpawnTime = 0
function AntiCrash.IsCrashed()
if ( not AntiCrash.Spawned or not LocalPlayer or AntiCrash.Crashed ) then return end
if ( AntiCrash.SpawnTime > CurTime() ) then return end
if ( AntiCrash.LastMoveTime > CurTime() ) then return end
if ( not IsValid(LocalPlayer()) ) then return end
if ( not LocalPlayer():IsFrozen() and not LocalPlayer():InVehicle() ) then
return true
end
end
function AntiCrash.Pong( um )
AntiCrash.LastMoveTime = CurTime() + 10
MsgN("[AntiCrash] Connection regained - received pong")
end
function AntiCrash.Move()
AntiCrash.LastMoveTime = CurTime() + 1
end
function AntiCrash.InitPostEntity()
AntiCrash.Spawned = true
AntiCrash.SpawnTime = CurTime() + 5
end
function AntiCrash.ServerCrash()
local menucrashtime = CurTime()
local retrytime = menucrashtime + GetConVar("cl_timeout"):GetInt()
for k , v in ipairs(player.GetAll()) do
v.CrashedPing = v:Ping()
end
local dframe = vgui.Create("DFrame")
dframe:SetSize(200 , 101)
dframe:SetTitle("This server has AntiCrash.Crashed!")
dframe:Center()
dframe:MakePopup()
function dframe:Close(...)
AntiCrash.ShouldRetry = false
return DFrame.Close(self , ...)
end
local dlabel = vgui.Create("DLabel")
dlabel:SetParent(dframe)
dlabel:SetPos(30 , 30)
dlabel:SetSize(195 , 25)
dlabel:SetText(string.format("Autoreconnect in %d seconds!" , retrytime - CurTime()))
function dlabel:Paint( ... )
self:SetText(string.format("Autoreconnect in %d seconds!" , retrytime - CurTime()))
end
local dbutton = vgui.Create("DButton")
dbutton:SetParent(dframe)
dbutton:SetPos(5 , 55)
dbutton:SetSize(190 , 22)
dbutton:SetText("Reconnect now")
dbutton.DoClick = function()
RunConsoleCommand("retry")
end
local dbutton = vgui.Create("DButton")
dbutton:SetParent(dframe)
dbutton:SetPos(5 , 78)
dbutton:SetSize(190 , 22)
dbutton:SetText("Cancel")
dbutton.DoClick = function()
AntiCrash.ShouldRetry = false
dframe:SetVisible(false)
end
hook.Add("Think" , "Crashed" , function()
for k , v in ipairs(player.GetAll()) do
if v.CrashedPing != v:Ping() then
MsgN("[AntiCrash] Connection regained - ping changed.")
hook.Remove("Think" , "Crashed")
AntiCrash.Crashed = false
AntiCrash.LastMoveTime = CurTime() + 5
end
end
local moving = false
for k , v in ipairs(ents.GetAll()) do
if v:GetVelocity():Length() > 5 then
-- Well, not everything's stopped moving.
-- 5 incase some props stuck in another prop and is spazzing or something
-- It should stop moving, but i'm not entirely sure
moving = true
end
end
if moving then
hook.Remove("Think" , "Crashed")
MsgN("[AntiCrash] Connection regained - movement detected")
AntiCrash.Crashed = false
AntiCrash.LastMoveTime = CurTime() + 5
end
if AntiCrash.Crashed and (retrytime - CurTime() - 0.5) < 0 and AntiCrash.LastMoveTime + 5 < CurTime() then
if AntiCrash.ShouldRetry then
RunConsoleCommand("retry")
end
elseif AntiCrash.LastMoveTime > CurTime() then
hook.Remove("Think" , "Crashed")
AntiCrash.Crashed = false
if dframe and dframe:IsValid() then
dframe:Remove()
end
end
end )
end
function AntiCrash.Think()
if not AntiCrash.Crashed and AntiCrash.IsCrashed() and not AntiCrash.Pending then
AntiCrash.Pending = true
RunConsoleCommand("_anticrash_ping")
timer.Simple(3.5 , function()
if AntiCrash.LastMoveTime < CurTime() then
MsgN("[AntiCrash] Connection down - Did not receive pong")
AntiCrash.Crashed = true
AntiCrash.ShouldRetry = true -- This is a seperate crash from the previous, the user might want to reconnect this time.
AntiCrash.Pending = false
AntiCrash.ServerCrash()
hook.Call( "ServerCrash" , GAMEMODE ) -- Incase anyone else wants to hook into server crashes.
else
AntiCrash.Pending = false
AntiCrash.Crashed = false
end
end )
MsgN("[AntiCrash] Connection lost - sending ping")
end
end
hook.Add("InitPostEntity" , "AntiCrash.InitPostEntity", AntiCrash.InitPostEntity)
hook.Add("Move" , "AntiCrash.Move", AntiCrash.Move)
hook.Add("Think" , "AntiCrash.Think", AntiCrash.Think)
net.Receive("AntiCrash.Pong", AntiCrash.Pong)
MsgN("You are running AntiCrash by Flapadar.\nFixed by Leystryku.\n")
[/code]
I was thinking about not giving it out because of you being such a dick, but hey then I remembered that there are also other people who may need it too.
Edit: Before someone says "how do I use it ?" create a txt file, rename it to sh_anticrash.lua and paste the code in. Then move the file to lua/autorun/.
Edit2: Changed the umsg to net
[QUOTE=Leystryku;38665271]Because I "can't code" I gave you advice, seems legit.
I totally don't have other things to do.
Here guys, a properly fixed version
[code]
-- AntiCrash coded by Flapadar
-- Fixed by Leystryku
-- 30/11/12
AntiCrash = {}
CreateConVar("anticrash_enabled", "1", FCVAR_ARCHIVE)
if ( not GetConVar("anticrash_enabled") ) then
return
end
if SERVER then
AddCSLuaFile("sh_anticrash.lua")
function AntiCrash.Ping( ply, cmd, args )
if ( not ply.LastPing or ply.LastPing + 5 < CurTime() ) then
ply.LastPing = CurTime()
umsg.Start("AntiCrash.Pong", ply)
//umsg.String("") Why the hell did he send an empty string...
umsg.End()
end
end
concommand.Add("_anticrash_ping", AntiCrash.Ping)
return
end
AntiCrash.LastMoveTime = CurTime() + 10
AntiCrash.ShouldRetry = true
AntiCrash.Crashed = false
AntiCrash.Spawned = false
AntiCrash.Pending = false
AntiCrash.SpawnTime = 0
function AntiCrash.IsCrashed()
if ( not AntiCrash.Spawned or not LocalPlayer or AntiCrash.Crashed ) then return end
if ( AntiCrash.SpawnTime > CurTime() ) then return end
if ( AntiCrash.LastMoveTime > CurTime() ) then return end
if ( not IsValid(LocalPlayer()) ) then return end
if ( not LocalPlayer():IsFrozen() and not LocalPlayer():InVehicle() ) then
return true
end
end
function AntiCrash.Pong( um )
AntiCrash.LastMoveTime = CurTime() + 10
MsgN("[AntiCrash] Connection regained - received pong")
end
function AntiCrash.Move()
AntiCrash.LastMoveTime = CurTime() + 1
end
function AntiCrash.InitPostEntity()
AntiCrash.Spawned = true
AntiCrash.SpawnTime = CurTime() + 5
end
function AntiCrash.ServerCrash()
local menucrashtime = CurTime()
local retrytime = menucrashtime + GetConVar("cl_timeout"):GetInt()
for k , v in ipairs(player.GetAll()) do
v.CrashedPing = v:Ping()
end
local dframe = vgui.Create("DFrame")
dframe:SetSize(200 , 101)
dframe:SetTitle("This server has AntiCrash.Crashed!")
dframe:Center()
dframe:MakePopup()
function dframe:Close(...)
AntiCrash.ShouldRetry = false
return DFrame.Close(self , ...)
end
local dlabel = vgui.Create("DLabel")
dlabel:SetParent(dframe)
dlabel:SetPos(30 , 30)
dlabel:SetSize(195 , 25)
dlabel:SetText(string.format("Autoreconnect in %d seconds!" , retrytime - CurTime()))
function dlabel:Paint( ... )
self:SetText(string.format("Autoreconnect in %d seconds!" , retrytime - CurTime()))
end
local dbutton = vgui.Create("DButton")
dbutton:SetParent(dframe)
dbutton:SetPos(5 , 55)
dbutton:SetSize(190 , 22)
dbutton:SetText("Reconnect now")
dbutton.DoClick = function()
RunConsoleCommand("retry")
end
local dbutton = vgui.Create("DButton")
dbutton:SetParent(dframe)
dbutton:SetPos(5 , 78)
dbutton:SetSize(190 , 22)
dbutton:SetText("Cancel")
dbutton.DoClick = function()
AntiCrash.ShouldRetry = false
dframe:SetVisible(false)
end
hook.Add("Think" , "Crashed" , function()
for k , v in ipairs(player.GetAll()) do
if v.CrashedPing != v:Ping() then
MsgN("[AntiCrash] Connection regained - ping changed.")
hook.Remove("Think" , "Crashed")
AntiCrash.Crashed = false
AntiCrash.LastMoveTime = CurTime() + 5
end
end
local moving = false
for k , v in ipairs(ents.GetAll()) do
if v:GetVelocity():Length() > 5 then
-- Well, not everything's stopped moving.
-- 5 incase some props stuck in another prop and is spazzing or something
-- It should stop moving, but i'm not entirely sure
moving = true
end
end
if moving then
hook.Remove("Think" , "Crashed")
MsgN("[AntiCrash] Connection regained - movement detected")
AntiCrash.Crashed = false
AntiCrash.LastMoveTime = CurTime() + 5
end
if AntiCrash.Crashed and (retrytime - CurTime() - 0.5) < 0 and AntiCrash.LastMoveTime + 5 < CurTime() then
if AntiCrash.ShouldRetry then
RunConsoleCommand("retry")
end
elseif AntiCrash.LastMoveTime > CurTime() then
hook.Remove("Think" , "Crashed")
AntiCrash.Crashed = false
if dframe and dframe:IsValid() then
dframe:Remove()
end
end
end )
end
function AntiCrash.Think()
if not AntiCrash.Crashed and AntiCrash.IsCrashed() and not AntiCrash.Pending then
AntiCrash.Pending = true
RunConsoleCommand("_anticrash_ping")
timer.Simple(3.5 , function()
if AntiCrash.LastMoveTime < CurTime() then
MsgN("[AntiCrash] Connection down - Did not receive pong")
AntiCrash.Crashed = true
AntiCrash.ShouldRetry = true -- This is a seperate crash from the previous, the user might want to reconnect this time.
AntiCrash.Pending = false
AntiCrash.ServerCrash()
hook.Call( "ServerCrash" , GAMEMODE ) -- Incase anyone else wants to hook into server crashes.
else
AntiCrash.Pending = false
AntiCrash.Crashed = false
end
end )
MsgN("[AntiCrash] Connection lost - sending ping")
end
end
hook.Add("InitPostEntity" , "AntiCrash.InitPostEntity", AntiCrash.InitPostEntity)
hook.Add("Move" , "AntiCrash.Move", AntiCrash.Move)
hook.Add("Think" , "AntiCrash.Think", AntiCrash.Think)
usermessage.Hook("AntiCrash.Pong", AntiCrash.Pong)
MsgN("You are running AntiCrash by Flapadar.\nFixed by Leystryku.\n")
[/code]
I was thinking about not giving it out because of you being such a dick, but hey then I remembered that there are also other people who may need it too.
Edit: Before someone says "how do I use it ?" create a txt file, rename it to sh_anticrash.lua and paste the code in. Then move the file to lua/autorun/.[/QUOTE]
[QUOTE=Leystryku;38652901]I'm going to make a own fixed version[/QUOTE]
Lol, makes me think Flapadar fixed it for you.
[QUOTE=NinjaS;38665321]Lol, makes me think Flapadar fixed it for you.[/QUOTE]
That totally makes sense.
Well, I'm going to stop answering to you know you won't get it.
The only way you would get it is if Flapadar would make a statement but I don't think it's worth it because you will still then go and say something else, that is dumb.
[QUOTE=Leystryku;38665347]That totally makes sense.
Well, I'm going to stop answering to you know you won't get it.
The only way you would get it is if Flapadar would make a statement but I don't think it's worth it because you will still then go and say something else, that is dumb.[/QUOTE]
So you're agreeing?
[editline]1st December 2012[/editline]
Tested your code :pwn: Doesn't work Tested in multi-player dedicated server
[code]Unable to initialize DirectSoundCapture. You won't be able to speak to other players.clientside lua startup!
You are running AntiCrash by Flapadar.
Fixed by Leystryku.
Requesting texture value from var "$dummyvar" which is not a texture value (material: NULL material)
Compact freed 737280 bytes
JOY_AXIS_X: mapped to Side (absolute)
JOY_AXIS_Y: unmapped
JOY_AXIS_Z: unmapped
JOY_AXIS_R: unmapped
JOY_AXIS_U: unmapped
JOY_AXIS_V: unmapped
Advanced Joystick settings initialized
--- Missing Vgui material vgui/servers\icon_replay
Redownloading all lightmaps
Failed to load sound "player\pl_wade1.wav", file probably missing from disk/repository
[AntiCrash] Connection lost - sending ping
[AntiCrash] Connection regained - received pong
[AntiCrash] Connection down - Did not receive pong
Failed to load sound "player\pl_wade1.wav", file probably missing from disk/repository
[AntiCrash] Connection regained - ping changed.
[AntiCrash] Connection lost - sending ping
[AntiCrash] Connection regained - received pong
[AntiCrash] Connection lost - sending ping
[/code]
No pop up or nothing pro lua coding :v:
How ever my new code much better works just fine :v:
[QUOTE=NinjaS;38665360]So you're agreeing?
[editline]1st December 2012[/editline]
Tested your code :saddowns: Doesn't work
[code]Unable to initialize DirectSoundCapture. You won't be able to speak to other players.clientside lua startup!
You are running AntiCrash by Flapadar.
Fixed by Leystryku.
Requesting texture value from var "$dummyvar" which is not a texture value (material: NULL material)
Compact freed 737280 bytes
JOY_AXIS_X: mapped to Side (absolute)
JOY_AXIS_Y: unmapped
JOY_AXIS_Z: unmapped
JOY_AXIS_R: unmapped
JOY_AXIS_U: unmapped
JOY_AXIS_V: unmapped
Advanced Joystick settings initialized
--- Missing Vgui material vgui/servers\icon_replay
Redownloading all lightmaps
Failed to load sound "player\pl_wade1.wav", file probably missing from disk/repository
[AntiCrash] Connection lost - sending ping
[AntiCrash] Connection regained - received pong
[AntiCrash] Connection down - Did not receive pong
Failed to load sound "player\pl_wade1.wav", file probably missing from disk/repository
[AntiCrash] Connection regained - ping changed.
[AntiCrash] Connection lost - sending ping
[AntiCrash] Connection regained - received pong
[AntiCrash] Connection lost - sending ping
[/code]
No pop up or nothing pro lua coding :v:[/QUOTE]
Then you're doing it wrong.
It worked fine on a listen server, didn't test on a dedicated though but it should work.
Nope singleplayer is not multiplayer there for singleplayer will detect and send the command before crash where as server cannot send commands when it crashes, Going to try singleplayer now.
If garry makes an command like ply:PlayerIsAboutToTimeOut() then you can just the console command before player times out would be much easier too instead of spamming request serverside.
[QUOTE=NinjaS;38665615]Nope singleplayer is not multiplayer there for singleplayer will detect and send the command before crash where as server cannot send commands when it crashes.[/QUOTE]
You fail, you can read code right ?
[code]
MsgN("[AntiCrash] Connection down - Did not receive pong")
AntiCrash.Crashed = true
AntiCrash.ShouldRetry = true -- This is a seperate crash from the previous, the user might want to reconnect this time.
AntiCrash.Pending = false
AntiCrash.ServerCrash()
hook.Call( "ServerCrash" , GAMEMODE ) -- Incase anyone else wants to hook into server crashes.
[/code]
Your log says Connection down, what means the pop up opened.
[QUOTE=Leystryku;38665628]You fail, you can read code right ?
[code]
MsgN("[AntiCrash] Connection down - Did not receive pong")
AntiCrash.Crashed = true
AntiCrash.ShouldRetry = true -- This is a seperate crash from the previous, the user might want to reconnect this time.
AntiCrash.Pending = false
AntiCrash.ServerCrash()
hook.Call( "ServerCrash" , GAMEMODE ) -- Incase anyone else wants to hook into server crashes.
[/code]
Your log says Connection down, what means the pop up opened.[/QUOTE]
You fail and you're dumb, Tested in multi-player, now testing in singleplayer, and your fail code is laggy.
Singleplayer your code just crashes me, you owe me a new pc. :v:
[QUOTE=NinjaS;38665651]You fail and you're dumb, Tested in multi-player, now testing in singleplayer, and your fail code is laggy.[/QUOTE]
I don't get what you are trying to prove.
It worked fine for me, it printed that the server is down what means the panel opened.
You say it doesn't work, if it doesn't you fucked up vgui and it doesn't depend on multi or singleplayer, every client has vgui regardless where.
[QUOTE=NinjaS;38665651]You fail and you're dumb, Tested in multi-player, now testing in singleplayer, and your fail code is laggy.[/QUOTE]
And you're being very mature.
[QUOTE=Leystryku;38665660]I don't get what you are trying to prove.
It worked fine for me, it printed that the server is down what means the panel opened.
You say it doesn't work, if it doesn't you fucked up vgui and it doesn't depend on multi or singleplayer, every client has vgui regardless where.[/QUOTE]
5 mins and counting my gmod hasn't popped up yet, normally it would've d/c'd me by now, wow I had to task manager just to close garrysmod.exe it was that bad.
[QUOTE=NinjaS;38665696]5 mins and counting my gmod hasn't popped up yet, normally it would've d/c'd me by now.[/QUOTE]
I'm going to test it myself in a dedicated server, if it works you're doing it wrong.
[QUOTE=Leystryku;38665704]I'm going to test it myself in a dedicated server, if it works you're doing it wrong.[/QUOTE]
How are you testing the timeout? spam props till it says connection problems, because the only way to know if it works is if you get a connection problem and for it to pop-up before you crash?
I use the massive brown thing that looks like a crane holder to test it.
[QUOTE=NinjaS;38665721]How are you testing the timeout? spam props till it says connection problems?[/QUOTE]
Simple:
I join the server and shut it down after I'm fully connected.
[QUOTE=Leystryku;38665732]Simple:
I join the server and shut it down after I'm fully connected.[/QUOTE]
That will say server is shutting down, Clearly the object here is to send the command before the connection goes right, Since lua is fully stopped at connection problems the timer for reconnecting auto won't work?
VGUI + manual reconnect
[QUOTE=NinjaS;38665696]5 mins and counting my gmod hasn't popped up yet, normally it would've d/c'd me by now, wow I had to task manager just to close garrysmod.exe it was that bad.[/QUOTE]
[QUOTE=NinjaS;38665721]How are you testing the timeout? spam props till it says connection problems, because the only way to know if it works is if you get a connection problem and for it to pop-up before you crash?
I use the massive brown thing that looks like a crane holder to test it.[/QUOTE]
And you wonder why you're lagging?
To properly test it, you might want to use srcds. You can just simply close srcds which would be exactly the same thing as the server crashing.
[editline]1st December 2012[/editline]
[QUOTE=NinjaS;38665748]That will say server is shutting down, Clearly the object here is to send the command before the connection goes right?[/QUOTE]
No, it won't. And no.
[QUOTE=Assault_Trooper;38665761]And you wonder why you're lagging?
To properly test it, you might want to use srcds. You can just simply close srcds which would be exactly the same thing as the server crashing.
[editline]1st December 2012[/editline]
No, it won't.[/QUOTE]
So when fully loaded? shut it down, And clearly shutting it down is not the same as crashing!!!!
[code]You are running AntiCrash by Flapadar.
Fixed by Leystryku.
Requesting texture value from var "$dummyvar" which is not a texture value (material: NULL material)
Compact freed 745472 bytes
--- Missing Vgui material vgui/servers\icon_replay
JOY_AXIS_X: mapped to Side (absolute)
JOY_AXIS_Y: unmapped
JOY_AXIS_Z: unmapped
JOY_AXIS_R: unmapped
JOY_AXIS_U: unmapped
JOY_AXIS_V: unmapped
Advanced Joystick settings initialized
Redownloading all lightmaps
[AntiCrash] Connection lost - sending ping
[AntiCrash] Connection regained - received pong
[AntiCrash] Connection down - Did not receive pong
Failed to load sound "player\pl_wade1.wav", file probably missing from disk/repository
[AntiCrash] Connection regained - ping changed.
Disconnect: Server shutting down.
Disconnect: Server shutting down.
[/code]
[QUOTE=NinjaS;38665782]So when fully loaded? shut it down?[/QUOTE]
Not really sure what you're asking, but, if you mean about when to close srcds, wait until you have spawned and maybe move for few secs and then close srcds by clicking on the cross in it.
[code]You are running AntiCrash by Flapadar.
Fixed by Leystryku.
Compact freed 679936 bytes
Redownloading all lightmaps
[AntiCrash] Connection lost - sending ping
Server connection timed out.
[/code]
Shutting it down by task manager still no pop up
[QUOTE=Assault_Trooper;38665804]Not really sure what you're asking, but, if you mean about when to close srcds, wait until you have spawned and maybe move for few secs and then close srcds by clicking on the cross in it.[/QUOTE]
Tested it myself, there actually is a problem.
I'm going to fix it now.
It seems like the timer gets halted when the server lags.
[QUOTE=Leystryku;38665822]Tested it myself, there actually is a problem.
I'm going to fix it now.
It seems like the timer gets halted when the server lags.[/QUOTE]
Yeah, you need to remove the timer.
Either way lua is halted when you are in connection problems, as for mine sends it before connection is crashed.
So how come lua_run_cl RunConsoleCommand("say","hi") or my concommands don't work?
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