oktyabr 12 Posted February 17, 2014 (edited) Hi! I'm working on a coop/dedi mission that uses lots of scripts at mission start as well as the ALiVE modules. These produce a good deal of stuttering and lag at mission start which seem to be complicated further by up to 40 players all spawning in and wandering around (trying to find VAS, etc.) Worse is that the players sometimes see markers on the map when they first spawn in because the various scripts haven't had enough time to remove them (process) them yet. I can't use "showmap=0" in description.ext because that also removes the map from my respawn UI. Is there a way to create a delay before players actually spawn into the game, so the server has a moment to get settled first? I've been searching the forums but I'm not sure what is the best search terms to use and I end up with hundreds of meaningless results... I have onLoadMission = **Please wait, the mission may take a few minutes to load***; to warn the players... now how do I actually create that extra "stare at a screen doing nothing" time without delaying all the rest of the mission startup? Here is my current init.sqf if that is any help: // TPW MODS Will NOT work on dedicated! /* 0 = [5,150,15,2,4,50,0,10,15,0] execvm "scripts\tpw_civs.sqf"; 0 = [10,15,200,75,60] execvm "scripts\tpw_animals.sqf"; 0 = [10] execvm "scripts\tpw_houselights.sqf"; */ //EPD IED SYSTEM [] spawn {call compile preprocessFileLineNumbers "EPD\Ied_Init.sqf";}; //EOS SYSTEM []execVM "eos\OpenMe.sqf"; //REPAIR SCRIPT [] execVM "scripts\zlt_fieldrepair.sqf"; //CIV ASSASSINS //nul = [true,"",(80 + random 20),50,west,1,0.5] execVM "scripts\ws_assassins.sqf"; // WOUNDING SYSTEM //by psycho ["%1 --- Executing TcB AIS init.sqf",diag_ticktime] call BIS_fnc_logFormat; enableSaving [false,false]; enableTeamswitch false; // TcB AIS Wounding System -------------------------------------------------------------------------- if (!isDedicated) then { TCB_AIS_PATH = "ais_injury\"; {[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (if (isMultiplayer) then {playableUnits} else {switchableUnits}); // execute for every playable unit //{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach (units group player); // only own group - you cant help strange group members //{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach [p1,p2,p3,p4,p5]; // only some defined units //{[_x] call compile preprocessFile (TCB_AIS_PATH+"init_ais.sqf")} forEach AllUnits; //all units version }; // -------------------------------------------------------------------------------------------------------------- //REAL WEATHER //[] execVM "scripts\real_weather.sqf"; Thanks in advance! Edited February 17, 2014 by Oktyabr Share this post Link to post Share on other sites
overload 1 Posted February 17, 2014 You can use cutText ( https:// community.bistudio.com/ wiki /cutText ) to make the screen black for a few seconds, giving it some time until all scripts are done and then you can remove it. Create an gamelogic and put this: cutText ["", "BLACK FADED", 0, true]; To remove: cutText ["", "BLACK IN", 5, true]; 5 = seconds it will take to remove that "black screen", you can change to how much you want. Share this post Link to post Share on other sites