#https://github.com/Arkensor/

1 messages · Page 1 of 1 (latest)

quasi meteor
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i have put this on a live server and i have randoms Dedicated server is not correctly configuted to connect to the BI backend. on the server logs, how can it be ?

full perch
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are you sure you use it after ´OnPlayerAuditSuccess`

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if not the info might not be known yet

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it is a 50:50 on how fast our backends might have responded

quasi meteor
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hum im using onconnect event

full perch
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on connect where gamemode?

quasi meteor
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override void OnPlayerConnected(int playerId) in a gamemodecomponent

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i guess i should use playerAudit to be sure

full perch
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yes if my memory serves me right audit comes later

quasi meteor
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but will never rise with peer tool ?

full perch
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you will get it with peer tool also

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the event

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but not the uuid

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i am trying to fix that eventually but not now

quasi meteor
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ok if event audit success is there it should be enough

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thank you

quasi meteor
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ok so its not consistent
events are used like this in an override of OnPostInit of a gamemodecomponent

        GetGameMode().GetOnPlayerAuditSuccess().Insert(EventOnPlayerAuditSuccess);
        GetGameMode().GetOnPlayerConnected().Insert(EventOnPlayerConnected);```
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SCRIPT : ----- KOTH: EventOnPlayerConnected player 1
SCRIPT : ----- KOTH: override OnPlayerAuditSuccess player 1
SCRIPT : ----- KOTH: EventOnPlayerAuditSuccess player 1
SCRIPT : ----- KOTH: override OnPlayerAuditSuccess player 1
SCRIPT : ----- KOTH: EventOnPlayerConnected player 2
SCRIPT : ----- KOTH: override OnPlayerAuditSuccess player 2

full perch
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not consistent in what way?

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i see connected first always and then audit success

quasi meteor
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meaning that if i override or use the event it does not always work for both

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override OnPlayerAuditSuccess always works so ill just use that