Thought I’d put it in the right category so people would be able to find it easier.
Basically all this script does is it logs all your player identifiers to the server console/log, useful if you want to find your id for development purposes or if you want to whitelist someone but they don’t know their license. whatsmyid.zip (715 Bytes)
If you don’t want to download it, but want to put it inside your own scripts instead use this:
AddEventHandler('playerConnecting', function(playerName, setKickReason)
identifiers = GetPlayerIdentifiers(source)
for i in ipairs(identifiers) do
print('Player: ' .. playerName .. ', Identifier #' .. i .. ': ' .. identifiers[i])
end
end)
Hope this helps.
Update (02-12-2017)
I’ve launched a (temporary) server which you can join (ip: vespura.com:30122note the different port! ) which will tell you what your identifiers are once you try to join.
BTW, you won’t actually get into the server because it kicks you before you’re actually allowed in.
I’ve launched a (temporary) server which you can join (ip: vespura.com:30122note the different port! ) which will tell you what your identifiers are once you try to join.
BTW, you won’t actually get into the server because it kicks you before you’re actually allowed in.
Well there’s literally no reason why there would be more than one server for this, but it’s very easy to create yourself. I don’t have the source code here now anyway so I simply can’t show it to you atm.
ids.zip (958 Bytes)
For anyone that wants to give the player the option to view their own identifiers ingame, use this. Just create a new folder, dump those two files inside the zip file in that folder (resource/folder name doesn’t matter), start the server, start the resource, join, press F5 (default, change the 116 in both control released checks if you want to change the key) and then it will log the identifiers of that player into the F8 console and in the player’s client CitizenFX.log file (inside FiveM Application Data).
Example output:
Yes, there’s only 1 script file, that’s not a mistake. It loads the file twice, once for the server side, and once for the client side.