Somerville 0 Posted April 26, 2007 Okay, here's the situation: We've got 15 units and a JIP mission. Each unit has a number of variables that he/she can get throughout the mission. Of course, when Joining in Progress, variables don't work, do they? But what I'm wondering is, is there any way at all to use the onplayerconnected command to activate these variables? The units, at the beginning of the mission are called p1 thru p15 respectively. Thanks for anybody's help! Share this post Link to post Share on other sites
Przemek_kondor 14 Posted April 26, 2007 init.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ... var1 = .. var2 = .. ... varN = .. synchroVariables = true; PublicVariable "synchroVariables"; ... create a trigger (repeating) activated by synchroVariables on activation write <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ptr = [] execVM "synchro.sqf" create a logical element named for example log_server create script: synchro.sqf <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> if(local log_server) then {//server PublicVariable "var1" PublicVariable "var2" .... PublicVariable "varN" synchroVariables = false; PublicVariable "synchroVariables"; }; if (true) exitWith {}; Share this post Link to post Share on other sites
whisper 0 Posted April 26, 2007 I don't think the init.sqf script is run on the client when said client JiP. Share this post Link to post Share on other sites
Przemek_kondor 14 Posted April 26, 2007 init.sqf runs always before game start. when client joined he publics variable synchroVariables on his own init.sqf. Then trigger will be activated on every clients and server, but only server will publics needed variables. Share this post Link to post Share on other sites
the unknown 0 Posted April 26, 2007 Actually the init.sqf/.sqs isnt loaded on JIP players. The easy solution is creating a trigger with the condition true. Then put everyting you want activated in the onactivation field and your done. Somer if you need any help you know where to find me. Share this post Link to post Share on other sites
Przemek_kondor 14 Posted April 26, 2007 maybe its magic, but it works Share this post Link to post Share on other sites
lwlooz 0 Posted April 26, 2007 According to my tests on a Dedicated Server(1.05 and 1.05+) the init.sqf, all unit Init-Lines and all init-eventhandlers are run on the client that is JIP into the game . On the Issue,it might be easier to do what Przemek_kondor has posted in OnPlayerConnected . But since you only can have one of those... Share this post Link to post Share on other sites
shiner 0 Posted April 26, 2007 According to my tests on a Dedicated Server(1.05 and 1.05+) the init.sqf, all unit Init-Lines and all init-eventhandlers are run on the client that is JIP into the game . On the Issue,it might be easier to do what Przemek_kondor has posted in OnPlayerConnected . But since you only can have one of those... Thanks for the post. I was going to say I'm seeing the same thing on my dedicated server as well. Share this post Link to post Share on other sites