Mc-Pril 11 Posted April 7, 2016 Ok so basically, I am running a private altis life server (To learn etc), and I've added a welcome screen for each player side (Medic, Police, Civ) The problem I have is when I join as a cop, the welcome menu shows up but before it shows up I get this welcome screen first. Now inside the welcome screen, is exactly the same thing for each side. So i know its not something to do with that (Or am I wrong?) Anyway, here is the entire code for the welcome screens /* File: serv_Welc_screen.sqf Author: Whoever created the original. Desc: Show's welcome screen for Police, Civ, & Medic! Has separate text for each side. */ //Civilian Side if (playerSide == civilian) then { disableSerialization; [ "", 0, 0.2, 10, 0, 0, 8 ] spawn BIS_fnc_dynamicText; createDialog "RscDisplayWelcome"; _display = findDisplay 999999; _text1 = _display displayCtrl 1100; _buttonSpoiler = _display displayctrl 2400; _textSpoiler = _display displayctrl 1101; _text2 = _display displayCtrl 1102; _message = ""; _message = _message + "Below is a few basic key's you should know.<br/><br/>"; _message = _message + "Civilian Controls: <br/><br/> [Y] - Open player menu <br/> [U] - Lock/Unlock vehicles. <br/> [T] - Vehicle/House Virtual Inventory <br/> Left Shift + R - Restrain (If you have zipties) <br/> Left Shift + G - Knock out (Also rob) <br/> Left Windows - Gather, Repair & Pickup Items <br/> Left Shift + H - Holster Weapon. <br/> Shift + B - Surrender <br/> Shift + End - Ear Plugs to quieten surrounding noise.<br/><br/> "; //Fill only the first text _text1 ctrlSetStructuredText (parseText _message); //Resize StructuredText component to display the scrollbar if needed _positionText1 = ctrlPosition _text1; _yText1 = _positionText1 select 1; _hText1 = ctrlTextHeight _text1; _text1 ctrlSetPosition [_positionText1 select 0, _yText1, _positionText1 select 2, _hText1]; _text1 ctrlcommit 0; //Hide second text, spoiler text and button _buttonSpoiler ctrlSetFade 1; _buttonSpoiler ctrlCommit 0; _buttonSpoiler ctrlEnable false; _textSpoiler ctrlSetFade 1; _textSpoiler ctrlCommit 0; _text2 ctrlSetFade 1; _text2 ctrlCommit 0; }; //Police Side if (playerSide == west) then { disableSerialization; [ "", 0, 0.2, 10, 0, 0, 8 ] spawn BIS_fnc_dynamicText; createDialog "RscDisplayWelcome"; _display = findDisplay 999999; _text1 = _display displayCtrl 1100; _buttonSpoiler = _display displayctrl 2400; _textSpoiler = _display displayctrl 1101; _text2 = _display displayCtrl 1102; _message = ""; _message = _message + "Below is a few basic key's you should know.<br/><br/>"; _message = _message + "Police Controls: <br/><br/> Y - Player Menu Shift + L - Emergency Lights<br/> F - Sirens<br/> TAB - Mobile Bank <br/> "; //Fill only the first text _text1 ctrlSetStructuredText (parseText _message); //Resize StructuredText component to display the scrollbar if needed _positionText1 = ctrlPosition _text1; _yText1 = _positionText1 select 1; _hText1 = ctrlTextHeight _text1; _text1 ctrlSetPosition [_positionText1 select 0, _yText1, _positionText1 select 2, _hText1]; _text1 ctrlcommit 0; //Hide second text, spoiler text and button _buttonSpoiler ctrlSetFade 1; _buttonSpoiler ctrlCommit 0; _buttonSpoiler ctrlEnable false; _textSpoiler ctrlSetFade 1; _textSpoiler ctrlCommit 0; _text2 ctrlSetFade 1; _text2 ctrlCommit 0; }; //Medic Side if (playerSide == independent) then { disableSerialization; [ "", 0, 0.2, 10, 0, 0, 8 ] spawn BIS_fnc_dynamicText; createDialog "RscDisplayWelcome"; _display = findDisplay 999999; _text1 = _display displayCtrl 1100; _buttonSpoiler = _display displayctrl 2400; _textSpoiler = _display displayctrl 1101; _text2 = _display displayCtrl 1102; _message = ""; _message = _message + "Below is a few basic key's you should know.<br/><br/>"; _message = _message + "Medic Controls: <br/><br/> Y - Player Menu Windows Key - Revive Player Shift + L - Emergency Lights<br/> F - Sirens<br/> TAB - Mobile Bank <br/> "; //Fill only the first text _text1 ctrlSetStructuredText (parseText _message); //Resize StructuredText component to display the scrollbar if needed _positionText1 = ctrlPosition _text1; _yText1 = _positionText1 select 1; _hText1 = ctrlTextHeight _text1; _text1 ctrlSetPosition [_positionText1 select 0, _yText1, _positionText1 select 2, _hText1]; _text1 ctrlcommit 0; //Hide second text, spoiler text and button _buttonSpoiler ctrlSetFade 1; _buttonSpoiler ctrlCommit 0; _buttonSpoiler ctrlEnable false; _textSpoiler ctrlSetFade 1; _textSpoiler ctrlCommit 0; _text2 ctrlSetFade 1; _text2 ctrlCommit 0; }; As you can see it's basically all the same, just for each different side. Is there a way to stop that Eden Screen from coming first? It only shows on police side, not any other side. Thanks. Share this post Link to post Share on other sites
NeoArmageddon 957 Posted April 7, 2016 /* File: serv_Welc_screen.sqf Author: Whoever created the original. Desc: Show's welcome screen for Police, Civ, & Medic! Has separate text for each side. */ Maybe you should ask "Whoever created the original." why the wrong welcome screen is shown ;) Also you should discuss this in a life forum or something like that. Share this post Link to post Share on other sites
Mc-Pril 11 Posted April 7, 2016 Maybe you should ask "Whoever created the original." why the welcome screen is shown ;) Also you should discuss this in a life forum or something like that. The welcome screen is shown because I wanted it to be shown lol No point in posting on the life forums, cause marjority of the people dont speak english etc. I was told to come here. Share this post Link to post Share on other sites
ceeeb 147 Posted April 7, 2016 I'm not sure how to work around it, but this issue is explained by the first note on the BI wiki: https://community.bistudio.com/wiki/playerSide Look into when side of JIP players returns the correct result. Share this post Link to post Share on other sites
killzone_kid 1326 Posted April 7, 2016 You should use own display instead of RscDisplayWelcome 1 Share this post Link to post Share on other sites