Desrat 0 Posted September 12, 2013 This is obviously a locality issue as it works fine on a listen server but on the dedi, no dice. on player init line null = [] execVM "Support\VOWS_Comms_Menu_Init.sqf"; VOWS_Comms_Menu_Init.sqf _cas = [player,"VOWS_Support_CAS"] call BIS_fnc_addCommMenuItem;_transport = [player,"VOWS_Support_Transport"] call BIS_fnc_addCommMenuItem; _ammo = [player,"VOWS_Support_Ammo"] call BIS_fnc_addCommMenuItem; _vehDrop = [player,"VOWS_Support_Vehicle"] call BIS_fnc_addCommMenuItem; Description.ext class cfgCommunicationMenu{ #include "Support\cfgCommunicationMenu.hpp" }; cfgCommunicationMenu.hpp class VOWS_Support_CAS { text = "Air Support"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Rotor','CAS'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\cas_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Transport { text = "Call Transport"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Rotor','Transport'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\transport_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Ammo { text = "Call Ammo"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Fixed','Ammo'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; class VOWS_Support_Vehicle { text = "Call Vehicle Drop"; // Text displayed in the menu and in a notification submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.) expression = "['Fixed','Vehicle'] execFSM 'Support\Support.fsm'"; // Code executed upon activation icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\supplydrop_ca.paa"; // Icon displayed permanently next to the command menu cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected enable = "1"; // Simple expression condition for enabling the item removeAfterExpressionCall = 0; // 1 to remove the item after calling }; When its run exactly like that I get an error Error in expression <nc_addCommMenuItem_menu",[]];if (count _menu >= 10) exitwith {"Cannot add comm > Error position: <_menu >= 10) exitwith {"Cannot add comm > Error Undefined variable in expression: _menu File A3\functions_f\Misc\fn_addCommMenuItem.sqf, line 45 I initially though that maybe the player wasn't initialised yet so added the following to the top of VOWS_Comms_Menu_Init.sqf {waitUntil{!isNull player}; That stops the error but I still don't get my comms menu. Any ideas guys? Share this post Link to post Share on other sites
Desrat 0 Posted September 13, 2013 waituntil {time > 1}; at the top of the VOWS_Comms_Menu_Init.sqf seems to have fixed it Share this post Link to post Share on other sites
moricky 210 Posted September 13, 2013 Hi, could you please report it, I'll take a look at it. Thanks. Share this post Link to post Share on other sites
Desrat 0 Posted September 13, 2013 Sure I'll put a repro together and post it later. Share this post Link to post Share on other sites
Desrat 0 Posted September 13, 2013 I'm actually unable to reproduce the error in a clean mission.. so maybe an issue with script execution timing I've posted it anyway with my WIP mission with the time > 1 fix removed. http://feedback.arma3.com/view.php?id=14472 Share this post Link to post Share on other sites
legio4777 12 Posted February 28, 2014 Hi Desrat, Did you finally make it work? Share this post Link to post Share on other sites