the unknown 0 Posted March 8, 2007 I made a mission where I got 2 scripts that are started in the init.sqs it all works fine but when a player joins the scripts wont be started for the player. Does anyone know if this is a bug or someting I messed up. Init.sqs <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">; ***************************************************** ; ** Armed Assault Script File ; ***************************************************** ;Obstacal Course Barrel=false Finish=false Over=false Pass=false Pass2=false Pass3=false Pass4=false Pass5=false Trough=false ;ShootingRange time11 = false time21 = false time31 = false time41 = false time51 = false time61 = false time71 = false time81 = false popupf1 = false time12 = false time22 = false time32 = false time42 = false time52 = false time62 = false time72 = false time82 = false popupf2 = false time13 = false time23 = false time33 = false time43 = false time53 = false time63 = false time73 = false time83 = false popupf3 = false time14 = false time24 = false time34 = false time44 = false time54 = false time64 = false time74 = false time84 = false popupf4 = false time15 = false time25 = false time35 = false time45 = false time55 = false time65 = false time75 = false time85 = false popupf5 = false time16 = false time26 = false time36 = false time46 = false time56 = false time66 = false time76 = false time86 = false popupf6 = false ;Start Radio's [] exec "Mainscript.sqs" ;Targets Down T50 SetDamage 1 T75 SetDamage 1 T100 SetDamage 1 T125 SetDamage 1 T150 SetDamage 1 T200 SetDamage 1 T50a SetDamage 1 T75a SetDamage 1 T100a SetDamage 1 T125a SetDamage 1 T150a SetDamage 1 T200a SetDamage 1 T50b SetDamage 1 T75b SetDamage 1 T100b SetDamage 1 T125b SetDamage 1 T150b SetDamage 1 T200b SetDamage 1 T50c SetDamage 1 T75c SetDamage 1 T100c SetDamage 1 T125c SetDamage 1 T150c SetDamage 1 T200c SetDamage 1 T50d SetDamage 1 T75d SetDamage 1 T100d SetDamage 1 T125d setDamage 1 T150d SetDamage 1 T200d SetDamage 1 T50e SetDamage 1 T75e SetDamage 1 T100e SetDamage 1 T125e SetDamage 1 T150e SetDamage 1 T200e SetDamage 1 T50f SetDamage 1 T75f SetDamage 1 T100f SetDamage 1 T125f SetDamage 1 T150f SetDamage 1 T200f SetDamage 1 TU_Change = false [] exec "TU_ChangeWeather.sqs" exit Share this post Link to post Share on other sites
mattxr 9 Posted March 8, 2007 where you have [] change to this or maybe look for that command called "On Player Connect" and run the scripts from that. Share this post Link to post Share on other sites
kronzky 5 Posted March 8, 2007 According to Suma, this is by design: http://bugs.armed-assault.net/view.php?id=1782 Share this post Link to post Share on other sites
mattxr 9 Posted March 8, 2007 Taken from that report from suma Quote[/b] ]he should receive this using the game world state update. What is the game world state update? Share this post Link to post Share on other sites
Cloughy 0 Posted March 9, 2007 If you want a script to run regardless of when a player joins, create a trigger set its inti to true, then exec the script in the activation part. Any trigger that fires during the game, is fired on a client when they join. Cheers GC Share this post Link to post Share on other sites
whisper 0 Posted March 9, 2007 Taken from that report from sumaQuote[/b] ]he should receive this using the game world state update. What is the game world state update? I guess it's the onClientConnected that should be set to force the server to update the variables (publicVariable them) when a client connects. The other "world state update" I can think of is the positionnal and state exchange for all object status that have changed from the normal mission start (trees/houses/wall destroyed, etc...), but I can't see how that would be related to init.sqs not firing. Anyway, to send world state update (like, base X is now BLUEFOR), probably the best way is to use onClientConnected. Though this doesn't launch a script client side on client connection. There, you will need the trigger trick described above Share this post Link to post Share on other sites
the unknown 0 Posted March 9, 2007 Ok ill give it a try with the triggers you will hear if it works or not. Thanks so far. Edit: It works its a nice and simple way with that trigger thanks. Share this post Link to post Share on other sites