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toadlife

Custom "hq" radio callsigns!

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Thats great news Toadlife, good work!

RED

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You're timing  with this (as well as your other helpful tuts) is impecable!

I just got done doing a search for the whole [west,"HQ"] <x>chat stuff and no result set.

Great info.

My sister is in the mail  biggrin.gif

As a side question: Do you have, know where to find a good tut on init.sqs? Noone seems to have written a comprehensive doc on this esoteric script. Thanks.

Quantum69

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OK...

Mini init.sqs tutorial

The init.sqs is just a script that the game automatically executes when the mission is loaded.

There are tons of uses for it. You can use it to give soldiers their weapon loadouts, launch other scripts, do an opening cutscene, move units into a vehicle, mow your lawn...well it cant mow your lawn. biggrin.gif

One interesting use for the init.sqs file is to get around the "bug" where if your group starts out in a vehicle, they don't show up in the breifing. Normally, if you start your group out inside a vehicle, the group list appears empty when in the briefing. This is annoying, but the magicall init.sqs can come to the rescue!

Here is a sample init.sqs file that will move the players group into a vehicle automatically

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">

;// This part of the file runs _before_ the breifing loads

~0.01

;// This part of the file runs _after_ the mission starts

"_x moveincargo truck1" foreach units group player

<span id='postcolor'>

Why does this fix the empty group in briefing bug? Because, as the comments say, the soldiers are not moved into the truck until after the mission is loaded. If you put soldiers into a vehciles using their init feilds or if you removed the part of the script that makes it wait (~0.01), then the soldiers would be put into the vehicle before the breifing loaded, which is what causes the group list to be empty in the breifing.

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This looks just like standard sqs scripting as opposed to the briefing html or the description.ext (which looks more like the mission.sqm)...

So any standard scripting can be placed in it, no special formating? Like in description.ext (braces and all that C-ish stuff)?

thanks,

Quantum69

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yep. It's a standard script. ONly thing special is that the game automatically executes it for you when the mission is loaded. smile.gif

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I see that using init.sqs with rearming scripts solves the problem of arming a person (typ player) with a GL based rifle. This is cool!

You are the [due to PC constraints recently invoked, Auto-Edited] person!

Quantum69

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (quantum69 @ Mar. 07 2003,12:39)</td></tr><tr><td id="QUOTE">You are the [due to PC constraints recently invoked, Auto-Edited] person!<span id='postcolor'>

[due to PC constraints recently invoked, Auto-Edited] <--whats up with that? Do you have censoring software on your PC? confused.gif

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Bump, this is very useful.

RED

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