Kupla 10 Posted August 10, 2009 (edited) From my briefing template (put it on the beginning of file): waitUntil { !isNull player }; waitUntil { player == player }; Sorry, but it didn't work... :/ atm got this in the briefing.sqf of my test mission: waitUntil { !isNull player }; waitUntil { player == player }; taskExample1 = player createSimpleTask ["taskname"]; taskExample1 setSimpleTaskDescription ["taskmessage", "taskname", "taskname"]; if (triggeractivated tasktrig) then {task1 = player createsimpletask ["tasklol"]}; if (WPcompleted) then {task1 settaskstate "SUCCEEDED"}; Edited August 10, 2009 by Kupla Share this post Link to post Share on other sites
Mike84 1 Posted August 10, 2009 Then I dunno. I've used that piece of code in all my scripts to make it JIP compatible (they used it in basf as well), and it always worked. Share this post Link to post Share on other sites
Kupla 10 Posted August 10, 2009 Maybe it's because I'm trying to find something that works with "respawn = 4". Share this post Link to post Share on other sites
Mike84 1 Posted August 10, 2009 Ohh, I thought you had a problem with jip. Have you tried it with different types of respawn? Share this post Link to post Share on other sites
Kupla 10 Posted August 10, 2009 I haven't but don't really like the other respawn types in my missions. Maybe I'll find a way some day. Share this post Link to post Share on other sites
sweep 10 Posted August 11, 2009 try this: waitUntil { !isNull player }; waitUntil { player == player }; tskExample1 = player createSimpleTask ["Example1"]; tskExample1 setSimpleTaskDescription ["write in the description", "write in the title", "write in the title again"]; if (Example1) then { tskExample1 setTaskState "Succeeded"; } else { tskExample1 setTaskState "Created"; tskExample1 setSimpleTaskDestination (getMarkerPos "marker1example"); player setCurrentTask tskExample1; }; then within each trigger that completes an objective, enter in : Example1=true; then in your init.sqf, enter in: Example1=false; and so on for each objective taken from this post by IndeedPete: tried and it worked for group spawn, but not sure if it doubles with a second person Share this post Link to post Share on other sites
Kupla 10 Posted August 11, 2009 My solution works perfectly well alone, but when there's another player on the server I get double tasks on respawn. Multiplayer screws a lot of scripts up really, which is weird because why would anyone want to play a mission alone with AI only? But it doesn't matter anymore, I no longer waste my time on creating missions and I just play on some random multiplayer servers every now and then. Too bad, because the editor had so much potential to make this game really awesome. Share this post Link to post Share on other sites
wiper 0 Posted August 11, 2009 or try this Cipher [sP & Coop 1-10] ? ;) Share this post Link to post Share on other sites