Spam Alert
If you have this alert spam error, we present you the cause and the solution, so follow the step by step instructions to solve this small problem.
client.lua
RegisterNetEvent('ramdomscript:client:fight')
AddEventHandler('ramdomscript:client:fight', function()
local playerData = exports['qs-dispatch']:GetPlayerInfo()
if (not playerData) then
ErrorPrint("Error getting player data")
return
end
exports['qs-dispatch']:getSSURL(function(image)
TriggerServerEvent('qs-dispatch:server:CreateDispatchCall', {
job = { 'police', 'sheriff', 'traffic', 'patrol' },
callLocation = playerData.coords,
callCode = { code = 'Hight Speed', snippet = 'Vehicle' },
message = " street_1: " ..
playerData.street_1 ..
" street_2: " ..
playerData.street_2 ..
" sex: " ..
playerData.sex ..
" vehicle_label: " ..
playerData.vehicle_label ..
" vehicle_colour: " ..
playerData.vehicle_colour ..
" vehicle_plate: " .. playerData.vehicle_plate .. " speed: " .. playerData.speed .. "",
flashes = false,
image = image or nil,
blip = {
sprite = 488,
scale = 1.5,
colour = 1,
flashes = true,
text = 'Hight Speed',
time = (20 * 1000), --20 secs
}
})
end)
end)
This problem happens because when calling the client function 'ramdomscript:client:fight' as an example from a server code, they are setting the value of -1, so this will make a call of the alert for each player on the server.
server.lua
RegisterCommand('test', function ()
TriggerClientEvent('ramdomscript:client:fight', -1)
end)
OR
server.lua
RegisterCommand('test', function(source, args, rawCommand)
local xPlayers = ESX.GetExtendedPlayers() -- Returns all xPlayers
for _, xPlayer in pairs(xPlayers) do
if player.job.name == 'police' then -- Send event TO ALL POLICES CONNECTED
TriggerClientEvent('ramdomscript:client:fight', xPlayer.source)
end
end
end, false)
client.lua
RegisterNetEvent('qs-dispatch:client:fight')
AddEventHandler('qs-dispatch:client:fight', function()
local playerData = exports['qs-dispatch']:GetPlayerInfo()
if (not playerData) then
ErrorPrint("Error getting player data")
return
end
exports['qs-dispatch']:getSSURL(function(image)
TriggerServerEvent('qs-dispatch:server:CreateDispatchCall', {
job = { 'police', 'sheriff', 'traffic', 'patrol' },
callLocation = playerData.coords,
callCode = { code = 'Hight Speed', snippet = 'Vehicle' },
message = " street_1: " ..
playerData.street_1 ..
" street_2: " ..
playerData.street_2 ..
" sex: " ..
playerData.sex ..
" vehicle_label: " ..
playerData.vehicle_label ..
" vehicle_colour: " ..
playerData.vehicle_colour ..
" vehicle_plate: " .. playerData.vehicle_plate .. " speed: " .. playerData.speed .. "",
flashes = false,
image = image or nil,
blip = {
sprite = 488,
scale = 1.5,
colour = 1,
flashes = true,
text = 'Hight Speed',
time = (20 * 1000), --20 secs
}
})
end)
end)
The solution is to assign the values to the function, and instead of placing TriggerClientEvent('qs-dispatch:client:fight', -1)
we will put source instead of source
server.lua
RegisterCommand('test', function (source, args, rawCommand)
TriggerClientEvent('qs-dispatch:client:fight', source)
end)
OR
server.lua
RegisterCommand('pepe', function(source, args, rawCommand)
exports['qs-dispatch']:GetPlayerInfo(source, function(playerData)
if (not playerData) then
print("Error getting player data")
return
end
exports['qs-dispatch']:GetSSURL(source, function(screanshot)
TriggerEvent('qs-dispatch:server:CreateDispatchCall', {
job = { 'police', 'sheriff', 'traffic', 'patrol' },
callLocation = playerData.coords,
callCode = { code = 'Hight Speed', snippet = 'Vehicle' },
message = " street_1: " .. playerData.street_1 .. " street_2: " .. playerData.street_2 .. " sex: " .. playerData.sex .. " vehicle_label: " .. playerData.vehicle_label .. " vehicle_colour: " .. playerData.vehicle_colour .. " vehicle_plate: " .. playerData.vehicle_plate .. " speed: " .. playerData.speed .. "",
flashes = false,
image = screanshot or nil,
blip = {
sprite = 488,
scale = 1.5,
colour = 1,
flashes = true,
text = 'Hight Speed',
time = (20 * 1000), --20 secs
}
})
end)
end)
end, false)
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