fn_Quiksilver 1636 Posted August 25, 2016 Hi guys, For the 10% of the community not playing cops&robbers, this was a common issue. 1. Set explosives 2. get killed+respawn/revive 3. Can no longer touch off explosives Only recently did BI implement and document a smooth solution. For most it will have slipped under the radar during focus on Apex/Tanoa. comment "Add this block to 'initPlayerLocal.sqf' event script or an existing respawn event handler"; player addEventHandler [ 'Respawn', { { player addOwnedMine _x; } count (getAllOwnedMines (_this select 1)); } ]; 6 Share this post Link to post Share on other sites
das attorney 858 Posted August 25, 2016 For the 10% of the community not playing cops&robbers Thanks for snippet QS Surely you mean 5% though? ;) 1 Share this post Link to post Share on other sites
Jnr4817 215 Posted September 12, 2016 Does this have to go in the initplayerlocal.sqf? I am trying to add to a mission for online multiplayer mission server side with headless client. Share this post Link to post Share on other sites
jshock 513 Posted September 12, 2016 Does this have to go in the initplayerlocal.sqf? I am trying to add to a mission for online multiplayer mission server side with headless client. Yes. Share this post Link to post Share on other sites
dr death jm 117 Posted September 13, 2016 @ QS? "Add this block to 'initPlayerLocal.sqf' event script or an existing respawn event handler"; maybe I'm reading this at a 3rd-grade level and having a glitch of misunderstanding, but how do you add 1 respawn event handler with another? or is what you are saying is if an event handler ends with execVM,fsm or fnc I can add it to that existing Respawn script ? the reason I'm asking is I have multiple event handlers" respawn,hit,killed and so on. So if I knew better then I could basically make 1 respawn_events.sqf with all my respawn code and then only have 1 event handler 'respawn' blah blah blah respawn_events.sqf I'm such a noob " just because ". Share this post Link to post Share on other sites
R3vo 2654 Posted September 13, 2016 @ QS? "Add this block to 'initPlayerLocal.sqf' event script or an existing respawn event handler"; maybe I'm reading this at a 3rd-grade level and having a glitch of misunderstanding, but how do you add 1 respawn event handler with another? or is what you are saying is if an event handler ends with execVM,fsm or fnc I can add it to that existing Respawn script ? the reason I'm asking is I have multiple event handlers" respawn,hit,killed and so on. So if I knew better then I could basically make 1 respawn_events.sqf with all my respawn code and then only have 1 event handler 'respawn' blah blah blah respawn_events.sqf I'm such a noob " just because ". You can add multiple respawn EHs, they are stackable. But you could also put everything into one. player addEventHandler ["respawn",{call TAG_fnc_myRespawnFunctionWhichContainsAllRespawnStuff}]; 1 Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted September 13, 2016 @ QS? "Add this block to 'initPlayerLocal.sqf' event script or an existing respawn event handler"; maybe I'm reading this at a 3rd-grade level and having a glitch of misunderstanding, but how do you add 1 respawn event handler with another? or is what you are saying is if an event handler ends with execVM,fsm or fnc I can add it to that existing Respawn script ? the reason I'm asking is I have multiple event handlers" respawn,hit,killed and so on. So if I knew better then I could basically make 1 respawn_events.sqf with all my respawn code and then only have 1 event handler 'respawn' blah blah blah respawn_events.sqf I'm such a noob " just because ". sorry I was unclear add that whole code block to initplayerlocal.sqf is easiest. but if you have already an existing respawn event in your framework, take the bit of script in the center only: { player addOwnedMine _x; } count (getAllOwnedMines (_this select 1)); Share this post Link to post Share on other sites
Jnr4817 215 Posted September 13, 2016 Excellent, thank you for the clarification. sorry I was unclear add that whole code block to initplayerlocal.sqf is easiest. but if you have already an existing respawn event in your framework, take the bit of script in the center only: { player addOwnedMine _x; } count (getAllOwnedMines (_this select 1)); Share this post Link to post Share on other sites
dr death jm 117 Posted September 13, 2016 TAG_fnc_myRespawnFunctionWhichContainsAllRespawnStuff}]; this is what i was looking to do, I started one but not as function just as a script, this will definitely clean up some stray event handlers I have . I'm assuming that I could also do TAG_FNC_respawn = { }; TAG_FNC_Hit = { }; TAG_FNC_kill = { }; TAG_FNC_blah = { }; TAG_FNC_blab = { }; is this kinda thing possible? but I suppose I'd have to use your above code edited to hit,kill and what not. awesome stuff fn_Quiksilver thanks for the share and helping. Share this post Link to post Share on other sites