Kansiov 14 Posted August 29, 2014 Long story short, in my mission, the majority of the scripts are called via Gamelogic. Basically, in the editor, a gamelogic named "tb3" is placed; and in the init.sqf file, this is reflected: waitUntil { TB3_INIT }; Everything works perfectly, save for the people who JIP- basically scripts within the tb3 template fail to initialize for them. Share this post Link to post Share on other sites
sxp2high 22 Posted August 29, 2014 (edited) Add this to the very top of your init.sqf (and all other scripts that run before): waitUntil {(isDedicated) || !(isNull player)}; Edited August 29, 2014 by sxp2high Share this post Link to post Share on other sites
Kansiov 14 Posted August 29, 2014 Thanks for replying, Unfortunately, I've tried that before and it didn't work. Share this post Link to post Share on other sites
sxp2high 22 Posted August 29, 2014 Okay, need a bit more info then. What is the game logic doing? Share this post Link to post Share on other sites
Kansiov 14 Posted August 29, 2014 The game logic directs to another preinit/init.sqf within the tb3 folder (part of the framework). In the mission, it's used to run the in-game spectator script and a JIP teleport- if you want the entire framework folder I can PM that to you. Basically, currently the JIP teleport and the spec script doesn't work if you JIP. Share this post Link to post Share on other sites
sxp2high 22 Posted August 29, 2014 (edited) Alright I looked at it. But as I see it you're using Extended_PreInit_EventHandlers, not a game logic? I never used Extended_PreInit_EventHandlers within a mission, so I'm not sure how it works. Looks like it's probably not JIP compatible. You should use a game logic instead, as your thread title suggests, and use its init line. This, from an init line, will definitely work for JIP: call (compile preprocessFileLineNumbers "tb3\preInit.sqf"); I'm using that method all the time. :) Edited August 29, 2014 by sxp2high Share this post Link to post Share on other sites