Pintex Posted November 12, 2018 Share Posted November 12, 2018 using System; using GTANetworkAPI; namespace roleplay { public class Main : Script { public Main() { } [ServerEvent(Event.PlayerSpawn)] public void OnPlayerConnected(Client player) { NAPI.Util.ConsoleOutput("Roleplay wurde sasd!"); } [ServerEvent(Event.ResourceStart)] public void OnResourceStart() { NAPI.Util.ConsoleOutput("Roleplay wurde gestartet!"); } } } This is my code and the onPlayerConnected Event make nothing. I don't know why. I hope you can help me! Thank you. Link to comment Share on other sites More sharing options...
Eidorian Posted November 14, 2018 Share Posted November 14, 2018 Hey, it's normal.. Replace: [ServerEvent(Event.PlayerSpawn)] By [ServerEvent(Event.PlayerConnected)] Link to comment Share on other sites More sharing options...
Rafikus Posted November 25, 2018 Share Posted November 25, 2018 Hey, I'll just reply here rather than creating new thread. I have a problem where i use Player Connected and Player Disconnected event, PlayerConnected does not trigger PlayerDisconnected crash server when leaving, it also leaves log: System.Reflection.TargetParameterCountException: Parameter count mismatch. at object[] System.Reflection.RuntimeMethodInfo.InvokeArgumentsCheck(object obj, BindingFlags invokeAttr, Binder binder, object[] parameters, CultureInfo culture) Did something changed with the parameters for PlayerDisconnected? using GTANetworkAPI; namespace roleplay { class ConnectionHandler : Script { [ServerEvent(Event.PlayerConnected)] public void OnPlayerConnected(Client player) { NAPI.Util.ConsoleOutput("Connected"); } [ServerEvent(Event.PlayerDisconnected)] public void OnPlayerDisconnected(Client player, DisconnectionType type, string reason) { switch (type) { case DisconnectionType.Left: NAPI.Chat.SendChatMessageToAll("~b~" + player.Name + "~w~ has quit the server."); break; case DisconnectionType.Timeout: NAPI.Chat.SendChatMessageToAll("~b~" + player.Name + "~w~ has timed out."); break; case DisconnectionType.Kicked: NAPI.Chat.SendChatMessageToAll("~b~" + player.Name + "~w~ has been kicked for " + reason); break; } } } } Anyone with the same bug? I don't use this events anywhere else in project. 1 Link to comment Share on other sites More sharing options...
Flashrex Posted December 3, 2018 Share Posted December 3, 2018 I got the same problem like @Rafikus. Event.PlayerConnected doesn´t trigger and Event.PlayerDisconnected crashes the server. Anyone an idea how to fix this? Link to comment Share on other sites More sharing options...
Rafikus Posted December 3, 2018 Share Posted December 3, 2018 14 minutes ago, Flashrex said: I got the same problem like @Rafikus. Event.PlayerConnected doesn´t trigger and Event.PlayerDisconnected crashes the server. Anyone an idea how to fix this? I got an answer here. 1 Link to comment Share on other sites More sharing options...
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