Wtf guys it's %brick.schedule(0,delete);
I'm not a master coder, or anything like that, I'm just going off of my past experience.
I only said it because it worked for me, if what you say works then go ahead lol
How on earth would that work for anyone? Schedule on its own calls a function, not a method. The object reference in the middle is just an object the schedule is tied to; if it's deleted the schedule cancels.Also, you never got the client's temp brick. You're testing the brick that was actually planted.
No. The debug echo lines don't even appear in the console.
If you put an object there the schedule will call the method on the object
Also, you never got the client's temp brick. You're testing the brick that was actually planted.
Oh, that line I deleted. I'm an idiot. Why did I think that would solve my problems?%brick = %client.tempbrick or something.
function servercmdPlantBrick(%client){ %brick = %client.player.tempBrick; if(%brick.duplicationBrick) { //Duplorcator support } else if(%brick.dupStartBrick) { //Duplicator support } else { //Was not duplicated. }}
%brick = %client.player.tempBrick;
The original code was Code: [Select]function servercmdPlantBrick(%client){ %brick = %client.player.tempBrick; if(%brick.duplicationBrick) { //Duplorcator support } else if(%brick.dupStartBrick) { //Duplicator support } else { //Was not duplicated. }}Of course, it was modified from this state because it doesn't just work like that when popped into the script.Code: [Select]%brick = %client.player.tempBrick; was what I was referencing, but that overwrites %brick.