toadlife 3 Posted March 6, 2003 <span style='font-size:15pt;line-height:100%'>BINGO!</span> http://www.ofpec.com/editors/resource_view.php?id=447 Share this post Link to post Share on other sites
RED 0 Posted March 6, 2003 Thats great news Toadlife, good work! RED Share this post Link to post Share on other sites
quantum69 0 Posted March 7, 2003 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  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 Share this post Link to post Share on other sites
toadlife 3 Posted March 7, 2003 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. 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. Share this post Link to post Share on other sites
quantum69 0 Posted March 7, 2003 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 Share this post Link to post Share on other sites
toadlife 3 Posted March 7, 2003 yep. It's a standard script. ONly thing special is that the game automatically executes it for you when the mission is loaded. Share this post Link to post Share on other sites
quantum69 0 Posted March 7, 2003 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 Share this post Link to post Share on other sites
toadlife 3 Posted March 8, 2003 </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? Share this post Link to post Share on other sites
RED 0 Posted March 9, 2003 Bump, this is very useful. RED Share this post Link to post Share on other sites
ACES_KEVIN 0 Posted March 12, 2003 Wow excellent. I love this. Must Have!!!! HAIL TO TOADLIFE! Share this post Link to post Share on other sites