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nptccv

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Posts posted by nptccv


  1. waituntil {!isnull player};

    imReady = true;

    publicvariable "imReady";

    Which the server will catch with a pubvar eventhandler. In that EH it will update and compare a list of ready clients with the current player list:

    if (count readyList == {isplayer _x} count playableunits) then {

    Trying out something to synchronize players before script is run through. Would this work on a dedicated?

    init.sqf

    if (isServer) then {
    
    "playerReady" addPublicVariableEventHandler {readyList = (readyList +1); 
    	if (count readyList == {isplayer _x} count playableunits) then {
    		allReady = true; publicVariable "allReady";
    		};
    	};
    };

    sqfname.sqf (execVM'd from init.sqf on client)

    waituntil {!isnull player};
    playerReady = true;
    publicVariable "playerReady";
    waituntil {(time>0) && (allReady)};


  2. Hi,

    I've been looking around for an island addon of a large empty desert that I used to have installed, but now (after a quite painful switch of OS) it's been uninstalled and I can't remember the name of it or where I got it in the first place. I do have a short clip of it, from when trying out a spiffing F14 mod from earlier this year. Hopefully someone will recognize the map!

    IPOhlyjgVkg


  3. i'm having the same problem... tried to manually push the settings to high or very high via .cfg but without results. or rather, without improvements. my cards should be able to handle it. i'm not too sure about reverting to 182.50 b/c of, primarily, SLI support for the game. any ideas?

    i7 920 2.66ghz

    2x n260gtx 896MB SLI (both on x16 PCI-E)

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