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Combine init.sqs

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Is there a way to combine one init.sqs with another? For example:

If I copy the contents of one init.sqs to the existing of another mission - it will just run the top code not the added. Probably not wording this well.:confused:

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have you got something in the init thats is ending it earlier? otherwise I would suggest making a completely new init.sqs and copy/paste both codes into it before it is loaded into the game.

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This is what I have: The top part is for an air support script and the bottom

is for a coin module script. The airsupport will run, but the coin won't.

They both work fine independant from one another. I'm guessing I need to edit something so it won't stop right after the air support?

ASfirstrun = true;

nul = [r2,"jadam","lgb","cbuap","cbuat","cbumine","cas","helo","trans"] execVM "airSup\airSupInit.sqf";

if(true)exitWith{};

//////////////////////////////////////////////////////////////////

// Function file for Armed Assault

// Created by: TODO: Author Name

//////////////////////////////////////////////////////////////////

// START OF COIN SETTINGS

myMoney = 1000;

myCoin setvariable ["BIS_COIN_name","Base"];

myCoin setvariable ["BIS_COIN_rules",[player]];

myCoin setvariable ["BIS_COIN_areasize",[50,50]];

myCoin setvariable ["BIS_COIN_categories",["Base", "Defence"]];

myCoin setvariable ["BIS_COIN_items",

[

//--- Class, Category, Cost or [fundsID,Cost], (display name)

["US_WarfareBBarracks_Base_EP1","Base",200,"Barracks"],

["US_WarfareBFieldhHospital_EP1","Base",400],

["US_WarfareBHeavyFactory_EP1","Base",600],

["WarfareBMGNest_M240_US_EP1","Defence",100]

]

];

myCoin setvariable ["BIS_COIN_funds",["myMoney"]];

myCoin setvariable ["BIS_COIN_fundsDescription",["$"]];

myCoin setvariable ["BIS_COIN_onPurchase",{sleep 2}];

// END OF COIN SETTINGS

_done = [];

{

if (side _x == east) then {

if ((vehicle _x != _x) && !(vehicle _x in _done)) then {

(vehicle _x) addAction ["Salvage","addSalvage.sqf",[],1,false,true,"","!alive _target"];

_done = _done + [vehicle _x];

};

_x addEventHandler ["killed",{(vehicle (_this select 0)) addAction ["Salvage","addSalvage.sqf"];}];

};

sleep .01;

} forEach allUnits;

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Yes, you're exiting the script too early because of this line :

if(true)exitWith{};

Delete it or put it at the end of the script.

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Thanks guys! PT that did the trick. Now that I look at it it does seam pretty obvious. Thanks again

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