This little script can show you when a player was last seen on a server. Seems to work from my testing.
A few variables to note:
temp.timeoffset = minutes to offset the time by. This was tested on UN, so I had to offset the time by 23 minutes.
temp.timezone = hours to offset for timezone. I had it set up to 5 to match GMT time.
The above may be wrong, however. It doesn't seem right to ADD the offset of time, as that means the clocks are behind and they're typically ahead... but whatever. Also, account names are
case sensitive. This has to do with the way offline player objects are loaded, and really beyond my control unless anyone can come up with a fix.
PHP Code:
function onPlayerLogout(pl) {
pl.clientr.seenlast = timevar2;
// HMM, BACKUP IN CASE ABOVE FAILS?
temp.loadedacc = new TServerPlayer((@pl.account));
loadedacc.clientr.seenlast = timevar2;
loadedacc.destroy();
}
function onActionServerside(cmd,acc) {
if (cmd != "LastSeen") return;
temp.pl = new TServerPlayer((@acc)); // LOAD OFFLINE PLAYER OBJECT
// IF PLAYER HAS NO RECORDS OF LOGIN, GIVE ERROR AND RETURN
if (pl.clientr.seenlast == 0) {
player.chat = acc SPC "has no login records.";
pl.destroy();
return;
}
temp.timezone = 5; // TIMEZONE OFFSET, 5 = GMT
temp.timeoffset = 23; // MINUTES OFFSET TO COMPENSATE FOR SHODDY SERVER CLOCKS
// COMPILE RETURN MESSAGE
temp.time = (findplayer(acc) == null ? pl.clientr.seenlast : timevar2)+(timeoffset*60+(timezone*60*60));
temp.msg = acc @ " was last seen:"
SPC formatTimeString("%D %I:%M%p",time)
SPC "gmt" SPC (findplayer(acc) == null ? "" : "[logged in]");
player.chat = msg; // ECHO TO PLAYER'S CHAT
player.sendrpgmessage(msg); // ECHO TO PLAYER'S F2 WINDOW
pl.destroy(); // DESTROY PLAYER OBJECT WHEN DONE
}
//#CLIENTSIDE
function onPlayerchats() {
if (player.chat.starts("/lastseen")) {
temp.acc = player.chat.substring(10);
triggerServer("gui",name,"LastSeen",acc);
}
}