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the unknown

JIP not starting init.sqs

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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

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where you have [] change to this or maybe look for that command called "On Player Connect" and run the scripts from that.

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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? smile_o.gif

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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

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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? smile_o.gif

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

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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.

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