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_SCAR

Module not triggered

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In this episode of NDD (Nightmare Driven Development) with Arma, this time we look at a MODULE_F. For some reason, this code stopped working for only some players. What changed? Who knows! :)

 

Here's my module definition:

 

class CfgPatches
{
	class SCAR_countdownWatch
	{
		name = "Countdown Watch";
		author = "_SCAR";
		units[] = {"SCAR_ModuleCountdownWatch"};
		weapons[] = {};
		requiredVersion = 1.0;
		requiredAddons[] = {"A3_Modules_F"};
		fileName = "countdown_watch.pbo";
	};
};

class CfgVehicles
{
	class Logic;
	class Module_F: Logic
	{
		class AttributesBase
		{
			class Edit;
			class Checkbox;
		};
		// Description base classes, for more information see below
		class ModuleDescription {};
	};
	
	class SCAR_ModuleCountdownWatch: Module_F
	{
		// Standard object definitions
		scope = 2;
		displayName = "Countdown Watch";
		icon = "\Countdown_Watch\gfx\logo.paa";
		category = "Events";

		// Name of function triggered once conditions are met
		function = "SCAR_CW_fnc_moduleCountdownWatch";
		// Execution priority, modules with lower number are executed first. 0 is used when the attribute is undefined
		functionPriority = 1;
		// 0 for server only execution, 1 for global execution, 2 for persistent global execution
		isGlobal = 1;
		// 1 for module waiting until all synced triggers are activated
		isTriggerActivated = 0;
		// 1 if modules is to be disabled once it's activated (i.e., repeated trigger activation won't work)
		isDisposable = 0;
		
		// Module attributes, uses https://community.bistudio.com/wiki/Eden_Editor:_Configuring_Attributes#Entity_Specific
		class Attributes: AttributesBase
		{		
			// Module specific arguments
			class Duration: Edit
  			{
				property = "SCAR_CW_Duration";
				displayName = "Mission duration (minutes)";
				description = "The duration of the mission in minutes";
				typeName = "NUMBER"; // Value type, can be "NUMBER", "STRING" or "BOOL"
				defaultValue = "120"; // Default attribute value. WARNING: This is an expression, and its returned value will be used (50 in this case)
			};
			class EndMission: Checkbox
  			{
				property = "SCAR_CW_EndMission";
				displayName = "Trigger End Mission";
				description = "Trigger End Mission when the countdown ends";
				typeName = "BOOL";
				defaultValue = "true";
			};
			class WatchFace: Edit
  			{
				property = "SCAR_CW_WatchFace";
				displayName = "Watch Face";
				description = "The path to the watch face to be used";
				defaultValue = """\Countdown_Watch\data\watch.paa""";
			};
			//class ModuleDescription: ModuleDescription{};
		};

		class ModuleDescription: ModuleDescription
		{
			description = "Countdown Watch";
			sync[] = {};
		};
	};
};

class CfgFunctions {

	class SCAR_CW {

		class Events
		{
			file = "\Countdown_Watch\functions";
			
			class moduleCountdownWatch{};
			class initServer {};
			class initPlayer {};
		};
	};
};

#include "interfaces.hpp"

class CfgDebriefing
{  	
	class SCAR_countdownWatch_end	{
		title = "Mission End!";
		subtitle = "The mission time is up.";
		description = "";
	};
};

 

Inside of the directory "functions" I have a file called "fn_moduleCountdownWatch.sqf", that does not get triggered AT ALL for some players.

 

Any clues, gods of the randomness? :)

 

_SCAR

 

 

 

 

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