Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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Since the update today "add" seems to only get users who join the world while the bot is active rather than all users in the world.
Does anyone know how to fix this issue?
Thank you eleizibeth ^
I stack my signatures rather than delete them so I don't lose them
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Use CupCake
Or go figure how I fixed it in CupCake
(I'm gonna see how long it takes for you to figure this out)
Edit: Fine, you just need to wait a while before you send "init2"
private static Connection _conn; private static void Main() { var client = PlayerIO.QuickConnect.SimpleConnect("everybody-edits-su9rn58o40itdbnw69plyw", "guest", "guest"); _conn = client.Multiplayer.CreateJoinRoom("PW01", "Everybodyedits183", false, null, null); _conn.OnMessage += conn_OnMessage; _conn.Send("init"); Thread.Sleep(Timeout.Infinite); } static void conn_OnMessage(object sender, Message e) { if (e.Type == "init") { _conn.Send("init2"); } }
Last edited by Processor (Oct 2 2014 9:34:31 am)
I have never thought of programming for reputation and honor. What I have in my heart must come out. That is the reason why I code.
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Use CupCake
Or go figure how I fixed it in CupCake(I'm gonna see how long it takes for you to figure this out)
Right, ok - <>.
Edit: if anyone else can help I would be very grateful
Last edited by Metatron (Oct 1 2014 2:45:44 pm)
Thank you eleizibeth ^
I stack my signatures rather than delete them so I don't lose them
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check init messages
If you would like me to make a bot for you, go here.
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I gave away how to do it so Processor would shut up about Cupcake,
all you need to do is send init2 only after you receive 'init' after sending 'init'
con.Send("init");
onMessage:
if (e.Type == "init") con.Send("init2");
then you'll receive the 'add' messages.
*u stinky*
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I gave away how to do it so Processor would shut up about Cupcake,
all you need to do is send init2 only after you receive 'init' after sending 'init'con.Send("init");
onMessage:
if (e.Type == "init") con.Send("init2");then you'll receive the 'add' messages.
Ahh I was sending 'init2' after 'init' but probably before I received the 'init' message.
Thank you eleizibeth ^
I stack my signatures rather than delete them so I don't lose them
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