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Mc-Pril

Bug or Scripting Issue?

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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.

 

 

6a90910a41.jpg

 

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.

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/*
    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.

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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.

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