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Player download question


BennyBunny

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Posted

you can trigger server event onClientResourceStart

e.g.

server:

playersReady = {} 
addEvent('onPlayerFinishedDownloading',true) 
addEventHandler('onPlayerFinishedDownloading',getRootElement(),function() 
     playersReady[source] = true 
end) 
  
addEventHandler('onPlayerQuit',getRootElement(),function() 
     playersReady[source] = nil 
end) 

client:

addEventHandler('onClientResourceStart',getResourceRootElement(getThisResource()),function() 
     triggerServerEvent('onPlayerFinishedDownloading',getLocalPlayer()) 
end) 

and check if playersReady[player] returns true, if it does then hes not downloading

Posted

I don't think that will work correctly Buffalo, if one (small) resource is ready with downloading, it will send the onPlayerFinishedDownloading event before the other resources are downloaded.

This function returns if the downloading box is active, so you can use it to detect if the player is still downloading.

isTransferBoxActive 

Posted
It's important to note that resources aren't started on the client until they're completely downloaded, so a resource cannot use this function to detect if it's own files are downloaded. A client-side resource triggers the onClientResourceStart event when the files it requires are downloaded

So that client function wont fit here. I think all client resources are started at the same time, independently which downloaded first.

Posted

I didn't understand him correctly, I thought he meant until all resources are downloaded/started. onClientResourceStart is the way then ofc, use it instead of onPlayerJoin.

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