RedirectPlayer: Difference between revisions
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===Required Arguments=== | ===Required Arguments=== | ||
*'''thePlayer:''' The player you want to redirect | *'''thePlayer:''' The player you want to redirect | ||
*'''serverIP:''' The IP address (or domain name that resolves to the IP address) of the server you want to redirect the player to. ''Use an empty string to reconnect to the same server''. | *'''serverIP:''' The IP address (or domain name that resolves to the IP address) of the server you want to redirect the player to. '''Use an empty string to reconnect to the same server'''. | ||
*'''serverPort:''' The game port of the server you want to redirect the player to, this is usually 22003. ''Set to zero to use the same port as the current server''. | *'''serverPort:''' The game port of the server you want to redirect the player to, this is usually 22003. '''Set to zero to use the same port as the current server'''. | ||
===Optional Arguments=== | ===Optional Arguments=== |
Revision as of 14:33, 15 June 2018
This function redirects the player to a specified server.
Syntax
bool redirectPlayer ( player thePlayer, [ string serverIP = "", int serverPort = 0, string serverPassword = "" ] )
OOP Syntax Help! I don't understand this!
- Method: player:redirect(...)
Required Arguments
- thePlayer: The player you want to redirect
- serverIP: The IP address (or domain name that resolves to the IP address) of the server you want to redirect the player to. Use an empty string to reconnect to the same server.
- serverPort: The game port of the server you want to redirect the player to, this is usually 22003. Set to zero to use the same port as the current server.
Optional Arguments
- serverPassword: The password for the server if it's protected
Returns
Returns true if the player was redirected successfully, false if bad arguments were passed.
Example
This example auto-redirects all connecting players to another given servers' IP:port.
local ip_port = "123.123.1.2:1234" -- enter IP and port in format: 192.168.1.1:22003 local password = "password_placeholder" -- If the server is passworded insert password here (if no password, it wont use the value) function onConnectRedirect() redirectPlayer(source, gettok(ip_port,1,":"), tonumber(gettok(ip_port,2,":")), password) end addEventHandler ("onPlayerJoin", root, onConnectRedirect)
This example adds a "joinserver" command using the syntax, "/joinserver serverIP serverPort [serverPassword]".
function joinserverHandlerFunction (playerSource, commandName, serverIP, serverPort, serverPassword) if serverIP and serverPort then --if IP and Port were specified if serverPassword then --if also a password was specified redirectPlayer (playerSource, serverIP, tonumber(serverPort), serverPassword) --redirect the player else -- else if no password was specified redirectPlayer (playerSource, serverIP, tonumber(serverPort)) --redirect the player without using the serverPassword parameter end else -- if no IP or Port have been specified outputChatBox ("Error! Correct Syntax: /joinserver IP Port [Password]", playerSource) --output an Error message to the chatbox end end addCommandHandler ("joinserver", joinserverHandlerFunction)
This example adds a "rejoin" command like the inbuilt reconnect command.
function rejoinMe(thePlayer, theCommand) redirectPlayer(thePlayer,"",0) end addCommandHandler("rejoin", rejoinMe) -- Attach rejoin command to our function
Note that a resource using this function needs ACL rights in order to work (function.redirectPlayer)
See Also
- getPlayerTeam
- getPlayerBlurLevel
- setPlayerBlurLevel
- getPlayerSerial
- forcePlayerMap
- getPlayerScriptDebugLevel
- getPlayerFromName
- getPlayerMoney
- getPlayerName
- getPlayerNametagColor
- getPlayerNametagText
- getPlayerPing
- getPlayerWantedLevel
- givePlayerMoney
- isPlayerMapForced
- isPlayerNametagShowing
- setPlayerHudComponentVisible
- setPlayerMoney
- setPlayerNametagColor
- setPlayerNametagShowing
- setPlayerNametagText
- takePlayerMoney
- countPlayersInTeam
- getPlayersInTeam
- isVoiceEnabled
- setControlState
- getControlState