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mattxr

MPF - Multiplayer Framework - Tasks Help

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Oki this is going to be a long post and I have everything setup out of the BIS mission into my own mission to do with TASKS and the MPF :)

The Problem!:

In The Editor Preview the Tasks work fantastic everything fits into place and works how it should after many tests! So this is another one of them issues but as soon as it gets put onto the dedicated server the tasks don’t show up on the screen at all or even get recognised. I have the functions module in my mission!

This is how its all setup and can anyone beable to help me get this working on the dedicated server thanks.

What Starts it All!:

initJIPcompatible.sqf

This file triggers itself like a init.sqf and works just fine in the editor.

Inside the initJIPcompatible.sqf

/*******************************************************************************
*    I N I T   F I L E   v 2 . 0
*    Multiplayer compatible
*    All commands except the commands in "isserver" block will be executed
*    on server AND clients.  
******************************************************************************/  
scriptName "initJIPcompatible.sqf: 1";
//if (isnull player) exitwith {};

if (isnil "RE") then {[] execVM "\ca\Modules\MP\data\scripts\MPframework.sqf"};  
/*******************************************************************************
*    COLOR CORRECTION - POSTPROCESS
*    https://wiki.bistudio.com/index.php/Post_efekty_dokumentace_(Post_effects_documentation) 
******************************************************************************/  
"colorCorrections" ppEffectAdjust [1, 1.1, -0.003, [0.0, 0.0, 0.0, 0.0], [1.0,0.8, 0.6, 0.64], [0.199, 0.587, 0.114, 0.0]];
"colorCorrections" ppEffectCommit 1;
"colorCorrections" ppEffectEnable TRUE;

"filmGrain" ppEffectAdjust [0.03, 1, 1, 0.1, 1, FALSE];
"filmGrain" ppEffectCommit 0;
"filmGrain" ppEffectEnable TRUE;

"radialBlur" ppEffectAdjust [0.0,0.0,0,0];
"radialBlur" ppEffectCommit 0;
"radialBlur" ppEffectEnable TRUE;

if (isServer) then //COMMANDS IN FOLLOWING BLOCK WILL BE EXECUTED ONLY ON SERVER 
{

   waitUntil {!(isNil "BIS_fnc_init")};

   /***********************************************************************
    *    MISSION'S MAIN SCOPE INITIALIZATION
    *    All mission's variables(except handlers) should be stored 
    *    into this logic
    **********************************************************************/  
   _missionScopeGroup = createGroup sideLogic; 
   "Logic" createUnit [[10,10,0], _missionScopeGroup, "BIS_missionScope = this"];
   publicVariable "BIS_missionScope";

       /***********************************************************************
    *    MISSION VARIABLES INITIALISATION
    *    Use setVariable/getVariable commands to set/get variables   
    **********************************************************************/

    BIS_missionScope setVariable ["BIS_useAITasks", TRUE, TRUE];

   /*******************************************************************************
    *    TASKS
    *    from MISSION ANALYSIS -> SCENARIO TEXTS -> TASKS
    *    createTaskSet  
    ******************************************************************************/
   [] spawn {
       waitUntil {!(isNil "BIS_fnc_init")};
   //Task1
       _nic = [objNull, leader player, "per", rCREATETASKSET, "objLz", ["There is a some US SF pinned down at <marker name='Lz1'>Lz Shepherd</marker> you must fly in and secure the area! this will become your respawn point after the takistan militia have been cleared of the area.",  "Primary: Secure LZ",  "Primary: Secure LZ"], markerPos "tskObjm1"] call RE;


       //execVM "mxr_briefing\addtasks.sqf"; // Add tasks

   };

};

/*******************************************************************************
*    TASKHANDLER
*    Run outside the isserver block 
******************************************************************************/
waitUntil {!(isNil "BIS_fnc_init")};

[player, [
   ["objLz", 1],
   ["objVillage", 2],
   ["objCache", 3],
   ["objDCache", 5],
   ["objDefend", 4]
]] call BIS_fnc_taskHandler;


// Stop displaying loading screens
waitUntil {count simpleTasks player > 0};
endLoadingScreen

As you can see when you get to the Task Section it creates the first task. Which works fine in the Editor and i know its excecuted inside this section

= if (isServer) then //COMMANDS IN FOLLOWING BLOCK WILL BE EXECUTED ONLY ON SERVER

But this is how BIS do it in there MP missions so im a bit stuck on how it doesnt work on the dedicated server does anyone have any ideas.

Edited by MattXR

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