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alleycat

initserver.sqf for dedicated only?

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Initialization Order

When mission is starting, its components are initialized in the following order:

   Functions with recompile param set to 1 are recompiled
   Functions with preInit param set to 1 are called
   Object Init Event Handlers are called
   Object initialization fields are called
   init.sqs is executed in singleplayer
   init.sqf is executed in singleplayer
   Persistent multiplayer functions are called (client only)
   Modules are initialized
[u]initServer.sqf is executed (server only)[/u]
   initPlayerLocal.sqf is executed
   initPlayerServer.sqf is executed (server only)
   Functions with postInit param set to 1 are called
   "BIS_fnc_init" variable is set to true
   init.sqs is executed in multiplayer
   init.sqf is executed in multiplayer

Does that mean dedicated server only? Because my mission appears to work fine in editor and on a dedicated but breaks on a non dedicated mp server (as if the initserver does not exist)

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Define non dedicated MP server.

I've had no issues with it working via Editor/Local & dedicated server.

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As I wrote, the complete initserver.sqf does not run on a nondedicated mp server.

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Why don't you simply use the init.sqf and write if-blocks to execute the desired scripts how and where you want?

That way you have full control over it.

if (isDedicated) then { nul = [] execVM "dedicated_server_only.sqf"; };
if (isServer && !isDedicated) then { nul = [] execVM "local_server_only.sqf"; };
if (!isDedicated) then { nul = [] execVM "client_only.sqf"; }

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