Hi,
i'm working on a mission and i have my init.sqf that seems to crash/stop on the client side if i use waituntil {scriptdone _a} at line 17 (just after the execVM). Single player and host don't have this issue. I'm stuck using the sleep command for it to work but i dont like it since the script that's running before is for a conversations which I haven't quite finished yet so I don't know the exact length. I'm attaching the init and the other sqf i've referenced. I know scripting for multiplayer can be finicky cause of desync and packet loss but this is really quite enraging to be fair 😄
Does anyone have a suggestion to how i could use waituntil and still have it work in multiplayer ?
Thanks !
Init.Sqf
BriefingDone = false;
cutText ["", "BLACK FADED", 1];
[0,0,false] spawn BIS_fnc_cinemaBorder;
titleText ["ONI HOSTAGE SITUATION", "plain", 1];
a1 playMove "Acts_B_M03_briefing";
sleep 3;
cutText ["", "BLACK in", 1];
_A = execVM "conversation1.sqf";
sleep 28;
[1,1,false] spawn BIS_fnc_cinemaBorder;
titleCut ["", "BLACK out", 1];
sleep 8;
BriefingDone = true;
a1 switchMove "amovpercmstpslowwrfldnon";
sleep 8;
titleCut ["", "BLACK IN", 1];
conversation1 :
player KbAddTopic ["briefing","texts.bikb","",""];
a1 KbAddTopic ["briefing","texts.bikb","",""];
a2 KbAddTopic ["briefing","texts.bikb","",""];
a1 KbTell [player,"briefing","ONI1brief"];
waitUntil {
a1 KbWasSaid [player,"briefing","ONI1brief",3]; /
};
a2 KbTell [player,"briefing","ONI2brief"];
waitUntil {
a2 KbWasSaid [player,"briefing","ONI2brief",3];
};
a1 KbTell [player,"briefing","ONI1brief1"];
sleep 2;