Printing a message at the server time

I’m trying to figure out how to make a resource that prints a chat message to every player in the server at a specific time, judged by the server system.

I tried this:

client.lua

Citizen.CreateThread(function()
	while true do
		Citizen.Wait(0)
		local years, months, days, hours, minutes, seconds = Citizen.InvokeNative(0x50C7A99057A69748, Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt(), Citizen.PointerValueInt())
		
		if(hours == 23 or hours == 3 or hours == 7 or hours == 11 or hours == 15 or hours == 19) then
			if minutes == 55 then
				TriggerServerEvent("RestartAlert", Config.Messages.Minutes5)
			end
			if minutes == 58 then
				TriggerServerEvent("RestartAlert", Config.Messages.Minutes2)
			end
			if minutes == 59 then
				TriggerServerEvent("RestartAlert", Config.Messages.Minutes1)
			end
		end
	end
end)

server.lua

RegisterServerEvent("RestartAlert")
AddEventHandler("RestartAlert", function(text)
	TriggerClientEvent('chatMessage', -1, "^8^*" .. Config.Prefix .. "^0^r ", {30, 144, 255}, text)
	
	if Config.SpamWarning == true then
		TriggerClientEvent('chatMessage', -1, "^8^*" .. Config.Prefix .. "^0^r ", {30, 144, 255}, text)
		TriggerClientEvent('chatMessage', -1, "^8^*" .. Config.Prefix .. "^0^r ", {30, 144, 255}, text)
	end
end)

So the point is for it to print the messages 5, 2 and 1 minute before 24:00, 04:00, 08:00, 12:00, 16:00 and 20:00. But it doesn’t seem to do that :confused:
Is it the citizen-thread that’s not really checking the time all the time?

Update

I managed to solve it after noticing a typo in the script. It works fine now!

could you please share this? :slight_smile:

Can u Post an Download pls