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Race State "Waiting" Not appearing?


.:HyPeX:.

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Hello everyone, i've got a bug with my race gamemode, and it is that the players when joining, they arent set ever the "waiting" state, they're set alive, wich is annoying for all my customization i do arround the race state, becouse it detects alive players, wich are not.

Where in the race is the "Waiting" state supposed to appear? So i can check if there's something faulty between the lines.

Thanks

HyPeX

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I didnt found any errors with it, but i might be missing something, this is the function (Certainly longer than what i expected)

  
function joinHandlerBoth(player) 
    if #g_Spawnpoints == 0 then 
        -- start vote if no map is loaded 
        if not TimerManager.hasTimerFor("watchdog") then 
            TimerManager.createTimerFor("map","watchdog"):setTimer( 
                function() 
                    if #g_Spawnpoints == 0 then 
                        outputDebugString('No map loaded; showing votemanager') 
                        TimerManager.destroyTimersFor("spawn") 
                        RaceMode.endMap() 
                    end 
                end, 
                1000, 1 ) 
        end 
        return 
    else 
        TimerManager.destroyTimersFor("watchdog") 
    end 
    if TimerManager.hasTimerFor("spawn") then 
        for i,p in ipairs(getElementsByType('player')) do 
            if not table.find(g_Players, p) then 
                player = p 
                break 
            end 
        end 
        if not player then 
            -- Is everyone ready? 
            if howManyPlayersNotReady() == 0 then 
                TimerManager.destroyTimersFor("spawn") 
                if stateAllowsGridCountdown() then 
                    gotoState('GridCountdown') 
                    g_RaceStartCountdown:start() 
                end 
            end 
            return 
        end 
    end 
    local bPlayerJoined = not player 
    if bPlayerJoined then 
        player = source 
        setPlayerStatus( player, "joined", "" ) 
    else 
        setPlayerStatus( player, "not ready", "" ) 
    end 
    if not player then 
        outputDebug( 'MISC', 'joinHandler: player==nil' ) 
        return 
    end 
  
    table.insert(g_Players, player) 
    local vehicle 
    if true then 
        local spawnpoint = g_CurrentRaceMode:pickFreeSpawnpoint(player) 
         
        local x, y, z = unpack(spawnpoint.position) 
        -- Set random seed dependant on map name, so everyone gets the same models 
        setRandomSeedForMap('clothes') 
  
        if g_MapOptions.skins == 'cj' then 
            spawnPlayer(player, x + 4, y, z, 0, 0) 
             
            local clothes = { [16] = math.random(12, 13), [17] = 7 }    -- 16=Hats(12:helmet 13:moto) 17=Extra(7:garageleg) 
            for vehicles,vehicleclothes in pairs(g_VehicleClothes) do 
                if table.find(vehicles, spawnpoint.vehicle) then 
                    for type,index in pairs(vehicleclothes) do 
                        clothes[type] = index or nil 
                    end 
                end 
            end 
            local texture, model 
            for type,index in pairs(clothes) do 
                texture, model = getClothesByTypeIndex(type, index) 
                addPedClothes(player, texture, model, type) 
            end 
        elseif g_MapOptions.skins == 'random' then 
            repeat until spawnPlayer(player, x + 4, y, z, 0, math.random(9, 288)) 
        else 
            local ok 
            for i=1,20 do 
                ok = spawnPlayer(player, x + 4, y, z, 0, getRandomFromRangeList(g_MapOptions.skins)) 
                if ok then break end 
            end 
            if not ok then 
                spawnPlayer(player, x + 4, y, z, 0, 264) 
            end 
        end 
  
        setPlayerSpectating(player, false) 
        setPlayerNotReady( player ) 
        setPedStat(player, 160, 1000) 
        setPedStat(player, 229, 1000) 
        setPedStat(player, 230, 1000) 
         
        if spawnpoint.vehicle then 
            setRandomSeedForMap('vehiclecolors') 
            -- Replace groups of unprintable characters with a space, and then remove any leading space 
            local plate = getPlayerName(player):gsub( '[^%a%d]+', ' ' ):gsub( '^ ', '' ) 
            vehicle = createVehicle(spawnpoint.vehicle, x, y, z, 0, 0, spawnpoint.rotation, plate:sub(1, -- s8) -->) 
            if setElementSyncer then 
                setElementSyncer( vehicle, false ) 
            end 
            g_Vehicles[player] = vehicle 
            Override.setAlpha( "ForRCVehicles", player, g_RCVehicleIDs[spawnpoint.vehicle] and 0 or nil ) 
            RaceMode.playerFreeze(player) 
            outputDebug( 'MISC', 'joinHandlerBoth: setElementFrozen true for ' .. tostring(getPlayerName(player)) .. '  vehicle:' .. tostring(vehicle) ) 
            if bPlayerJoined and g_CurrentRaceMode.running then 
                unfreezePlayerWhenReady(player) 
            end 
  
            if g_MapOptions.respawn == 'none' and not stateAllowsSpawnInNoRespawnMap() then 
                g_CurrentRaceMode.setPlayerIsFinished(player) 
                setElementPosition(vehicle, 0, 0, 0) 
            end 
             
            if spawnpoint.paintjob or spawnpoint.upgrades then 
                setVehiclePaintjobAndUpgrades(vehicle, spawnpoint.paintjob, spawnpoint.upgrades) 
            else 
                if g_MapOptions.autopimp then 
                    pimpVehicleRandom(vehicle) 
                end 
                if g_GameOptions.vehiclecolors == 'random' then 
                    setRandomSeedForMap('vehiclecolors') 
                    local vehicleColorFixed = false 
                    for vehicleID,color in pairs(g_FixedColorVehicles) do 
                        if vehicleID == tonumber(spawnpoint.vehicle) then 
                            if color then 
                                setVehicleColor(vehicle, color[1], color[2], color[3], color[4]) 
                            end 
                            vehicleColorFixed = true 
                            break 
                        end 
                    end 
                    if not vehicleColorFixed then 
                        setVehicleColor(vehicle, math.random(0, 126), math.random(0, 126), 0, 0) 
                    end 
                end 
            end 
            warpPedIntoVehicle(player, vehicle)  
        end 
         
        destroyBlipsAttachedTo(player) 
        createBlipAttachedTo(player, 0, 1, 200, 200, 200) 
        g_CurrentRaceMode:onPlayerJoin(player, spawnpoint) 
    end 
  
    -- Send client all info 
    local playerInfo = {} 
    playerInfo.admin    = isPlayerInACLGroup(player, g_GameOptions.admingroup) 
    playerInfo.testing  = _TESTING 
    playerInfo.joined   = bPlayerJoined 
    local duration = bPlayerJoined and (g_MapOptions.duration and (g_MapOptions.duration - g_CurrentRaceMode:getTimePassed()) or true) 
    clientCall(player, 'initRace', vehicle, g_Checkpoints, g_Objects, g_Pickups, g_MapOptions, g_CurrentRaceMode:isRanked(), duration, g_GameOptions, g_MapInfo, playerInfo ) 
     
    if bPlayerJoined and getPlayerCount() == 2 and stateAllowsRandomMapVote() and g_GameOptions.joinrandomvote then 
        -- Start random map vote if someone joined a lone player mid-race 
        TimerManager.createTimerFor("map"):setTimer(startMidMapVoteForRandomMap,7000,1) 
    end 
  
    -- Handle spectating when joined 
    if g_CurrentRaceMode.isPlayerFinished(player) then 
        -- Joining 'finished' 
        clientCall(player, "Spectate.start", 'auto' ) 
        setPlayerStatus( player, nil, "waiting" ) 
    else 
        if bPlayerJoined and g_CurrentRaceMode.running then 
            -- Joining after start 
            addActivePlayer(player) 
            if g_GameOptions.joinspectating then 
                clientCall(player, "Spectate.start", 'manual' ) 
                setPlayerStatus( player, nil, "spectating") 
                Override.setCollideOthers( "ForSpectating", RaceMode.getPlayerVehicle( player ), 0 ) 
            end 
        end 
    end 
end 

isPlayerFinished relates to what? the conflict might come from there.

Link to comment
I didnt found any errors with it, but i might be missing something, this is the function (Certainly longer than what i expected)
  
function joinHandlerBoth(player) 
    if #g_Spawnpoints == 0 then 
        -- start vote if no map is loaded 
        if not TimerManager.hasTimerFor("watchdog") then 
            TimerManager.createTimerFor("map","watchdog"):setTimer( 
                function() 
                    if #g_Spawnpoints == 0 then 
                        outputDebugString('No map loaded; showing votemanager') 
                        TimerManager.destroyTimersFor("spawn") 
                        RaceMode.endMap() 
                    end 
                end, 
                1000, 1 ) 
        end 
        return 
    else 
        TimerManager.destroyTimersFor("watchdog") 
    end 
    if TimerManager.hasTimerFor("spawn") then 
        for i,p in ipairs(getElementsByType('player')) do 
            if not table.find(g_Players, p) then 
                player = p 
                break 
            end 
        end 
        if not player then 
            -- Is everyone ready? 
            if howManyPlayersNotReady() == 0 then 
                TimerManager.destroyTimersFor("spawn") 
                if stateAllowsGridCountdown() then 
                    gotoState('GridCountdown') 
                    g_RaceStartCountdown:start() 
                end 
            end 
            return 
        end 
    end 
    local bPlayerJoined = not player 
    if bPlayerJoined then 
        player = source 
        setPlayerStatus( player, "joined", "" ) 
    else 
        setPlayerStatus( player, "not ready", "" ) 
    end 
    if not player then 
        outputDebug( 'MISC', 'joinHandler: player==nil' ) 
        return 
    end 
  
    table.insert(g_Players, player) 
    local vehicle 
    if true then 
        local spawnpoint = g_CurrentRaceMode:pickFreeSpawnpoint(player) 
         
        local x, y, z = unpack(spawnpoint.position) 
        -- Set random seed dependant on map name, so everyone gets the same models 
        setRandomSeedForMap('clothes') 
  
        if g_MapOptions.skins == 'cj' then 
            spawnPlayer(player, x + 4, y, z, 0, 0) 
             
            local clothes = { [16] = math.random(12, 13), [17] = 7 }    -- 16=Hats(12:helmet 13:moto) 17=Extra(7:garageleg) 
            for vehicles,vehicleclothes in pairs(g_VehicleClothes) do 
                if table.find(vehicles, spawnpoint.vehicle) then 
                    for type,index in pairs(vehicleclothes) do 
                        clothes[type] = index or nil 
                    end 
                end 
            end 
            local texture, model 
            for type,index in pairs(clothes) do 
                texture, model = getClothesByTypeIndex(type, index) 
                addPedClothes(player, texture, model, type) 
            end 
        elseif g_MapOptions.skins == 'random' then 
            repeat until spawnPlayer(player, x + 4, y, z, 0, math.random(9, 288)) 
        else 
            local ok 
            for i=1,20 do 
                ok = spawnPlayer(player, x + 4, y, z, 0, getRandomFromRangeList(g_MapOptions.skins)) 
                if ok then break end 
            end 
            if not ok then 
                spawnPlayer(player, x + 4, y, z, 0, 264) 
            end 
        end 
  
        setPlayerSpectating(player, false) 
        setPlayerNotReady( player ) 
        setPedStat(player, 160, 1000) 
        setPedStat(player, 229, 1000) 
        setPedStat(player, 230, 1000) 
         
        if spawnpoint.vehicle then 
            setRandomSeedForMap('vehiclecolors') 
            -- Replace groups of unprintable characters with a space, and then remove any leading space 
            local plate = getPlayerName(player):gsub( '[^%a%d]+', ' ' ):gsub( '^ ', '' ) 
            vehicle = createVehicle(spawnpoint.vehicle, x, y, z, 0, 0, spawnpoint.rotation, plate:sub(1, -- s8) -->) 
            if setElementSyncer then 
                setElementSyncer( vehicle, false ) 
            end 
            g_Vehicles[player] = vehicle 
            Override.setAlpha( "ForRCVehicles", player, g_RCVehicleIDs[spawnpoint.vehicle] and 0 or nil ) 
            RaceMode.playerFreeze(player) 
            outputDebug( 'MISC', 'joinHandlerBoth: setElementFrozen true for ' .. tostring(getPlayerName(player)) .. '  vehicle:' .. tostring(vehicle) ) 
            if bPlayerJoined and g_CurrentRaceMode.running then 
                unfreezePlayerWhenReady(player) 
            end 
  
            if g_MapOptions.respawn == 'none' and not stateAllowsSpawnInNoRespawnMap() then 
                g_CurrentRaceMode.setPlayerIsFinished(player) 
                setElementPosition(vehicle, 0, 0, 0) 
            end 
             
            if spawnpoint.paintjob or spawnpoint.upgrades then 
                setVehiclePaintjobAndUpgrades(vehicle, spawnpoint.paintjob, spawnpoint.upgrades) 
            else 
                if g_MapOptions.autopimp then 
                    pimpVehicleRandom(vehicle) 
                end 
                if g_GameOptions.vehiclecolors == 'random' then 
                    setRandomSeedForMap('vehiclecolors') 
                    local vehicleColorFixed = false 
                    for vehicleID,color in pairs(g_FixedColorVehicles) do 
                        if vehicleID == tonumber(spawnpoint.vehicle) then 
                            if color then 
                                setVehicleColor(vehicle, color[1], color[2], color[3], color[4]) 
                            end 
                            vehicleColorFixed = true 
                            break 
                        end 
                    end 
                    if not vehicleColorFixed then 
                        setVehicleColor(vehicle, math.random(0, 126), math.random(0, 126), 0, 0) 
                    end 
                end 
            end 
            warpPedIntoVehicle(player, vehicle)  
        end 
         
        destroyBlipsAttachedTo(player) 
        createBlipAttachedTo(player, 0, 1, 200, 200, 200) 
        g_CurrentRaceMode:onPlayerJoin(player, spawnpoint) 
    end 
  
    -- Send client all info 
    local playerInfo = {} 
    playerInfo.admin    = isPlayerInACLGroup(player, g_GameOptions.admingroup) 
    playerInfo.testing  = _TESTING 
    playerInfo.joined   = bPlayerJoined 
    local duration = bPlayerJoined and (g_MapOptions.duration and (g_MapOptions.duration - g_CurrentRaceMode:getTimePassed()) or true) 
    clientCall(player, 'initRace', vehicle, g_Checkpoints, g_Objects, g_Pickups, g_MapOptions, g_CurrentRaceMode:isRanked(), duration, g_GameOptions, g_MapInfo, playerInfo ) 
     
    if bPlayerJoined and getPlayerCount() == 2 and stateAllowsRandomMapVote() and g_GameOptions.joinrandomvote then 
        -- Start random map vote if someone joined a lone player mid-race 
        TimerManager.createTimerFor("map"):setTimer(startMidMapVoteForRandomMap,7000,1) 
    end 
  
    -- Handle spectating when joined 
    if g_CurrentRaceMode.isPlayerFinished(player) then 
        -- Joining 'finished' 
        clientCall(player, "Spectate.start", 'auto' ) 
        setPlayerStatus( player, nil, "waiting" ) 
    else 
        if bPlayerJoined and g_CurrentRaceMode.running then 
            -- Joining after start 
            addActivePlayer(player) 
            if g_GameOptions.joinspectating then 
                clientCall(player, "Spectate.start", 'manual' ) 
                setPlayerStatus( player, nil, "spectating") 
                Override.setCollideOthers( "ForSpectating", RaceMode.getPlayerVehicle( player ), 0 ) 
            end 
        end 
    end 
end 

isPlayerFinished relates to what? the conflict might come from there.

I have not found missing code. About the isPlayerFinished:

function isPlayerFinished(player) 
    return getElementData(player, 'race.finished') or false 
end 

Its for the race maps with checkpoints.

Link to comment

Okay then, came down to this:

  
    if g_CurrentRaceMode.isPlayerFinished(player) then 
        -- Joining 'finished' 
        clientCall(player, "Spectate.start", 'auto' ) 
        setPlayerStatus( player, nil, "waiting" ) 
    else 
        if bPlayerJoined and g_CurrentRaceMode.running then 
            -- Joining after start 
            addActivePlayer(player) 
            if g_GameOptions.joinspectating then 
                clientCall(player, "Spectate.start", 'manual' ) 
                setPlayerStatus( player, nil, "spectating") 
                Override.setCollideOthers( "ForSpectating", RaceMode.getPlayerVehicle( player ), 0 ) 
            end 
        end 
    end 

There's only one way it wouldnt be set an spectating state, wich would be if the first if failed, and then it didnt matched one of the following ones, g_GameOptions.joinspectating would be set from the admin panel, right?

EDIT: Its not that maybe, what sets the player to "alive" state? it might be aswell be set alive state prematurely..

Link to comment
Okay then, came down to this:
  
    if g_CurrentRaceMode.isPlayerFinished(player) then 
        -- Joining 'finished' 
        clientCall(player, "Spectate.start", 'auto' ) 
        setPlayerStatus( player, nil, "waiting" ) 
    else 
        if bPlayerJoined and g_CurrentRaceMode.running then 
            -- Joining after start 
            addActivePlayer(player) 
            if g_GameOptions.joinspectating then 
                clientCall(player, "Spectate.start", 'manual' ) 
                setPlayerStatus( player, nil, "spectating") 
                Override.setCollideOthers( "ForSpectating", RaceMode.getPlayerVehicle( player ), 0 ) 
            end 
        end 
    end 

There's only one way it wouldnt be set an spectating state, wich would be if the first if failed, and then it didnt matched one of the following ones, g_GameOptions.joinspectating would be set from the admin panel, right?

EDIT: Its not that maybe, what sets the player to "alive" state? it might be aswell be set alive state prematurely..

Hmm ... You should have setPlayerReady function that sets the player to "alive" state. Maybe that function is missing or its wrong ... Post it's code.

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Only 2 matches found.

From race_server:

  
  
addEvent('onNotifyPlayerReady', true) 
addEventHandler('onNotifyPlayerReady', g_Root, 
    function() 
        if checkClient( false, source, 'onNotifyPlayerReady' ) then return end 
        setPlayerReady( source ) 
        for i, pickupID in ipairs(unloadedPickups) do 
            -- outputDebugString(getPlayerName(source).." unload "..tostring(pickupID)) 
            clientCall(source, "unloadPickup", pickupID ) 
        end 
    end 

  
function setPlayerReady( player ) 
    setElementData(player, "state", "alive") 
    g_NotReady[player] = false 
    g_NotReadyTimeout = getTickCount() + 20000 
    if _DEBUG_TIMING then g_NotReadyTimeout = g_NotReadyTimeout - 10000 end 
    -- Set max timeout to 30 seconds after first person is ready 
    if not g_NotReadyMaxWait then 
        g_NotReadyMaxWait = getTickCount() + 30000 
    end 
end 

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Tried so far and it seems fixed, i'd need a realtime test to know if it does fix it.

For now that seems to work, but i got an issue aside, when there's more than one player, i've got a podium script when all players die. (I let the single one live until it dies, deathmatch mode). My issue is that when there's more than one player, the podium has black-outs, the camera moves away, i'm afraid, and i dont know why. And this only happens with 2 or more players.

My idea was that maybe the spectators as it failed to have a target, it simply moves the camera away (As it'd do if all alive players went spectating).

Where is this part of the spectating to test if disabling it fixes it?

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