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Found 4 results

  1. Hello. I have a function, let's just call it add_addaction. Then I have another function, which is just Retriever. The Retriever finds a city, spawns civilians and cars. For each civilian spawned, the following command is used : [_unit] remoteExecCall ["JeyR_fnc_retrieve_addaction",0,true]; The add_addaction currently doesn't do anything special, just adds an action to the unit saying "helo". This works fine. However, for JIP players, the action is not showing up. I tried to fix the problem via this piece: class CfgFunctions { class JeyR { class Jey_public { class retrieve { file = "functions\retrieve.sqf"; preInit = 1; }; class retrieve_addaction { file = "functions\retrieve_helper.sqf"; preInit = 1; }; }; }; }; And to avoid the scripts to give any errors (because the add_addaction requires an object/unit, it gives you an error that it couldn't find the unit to add the action), I put this command to the top of the scripts : _asd = missionNamespace getVariable ["running_task",0]; if (_asd == 1) then { /* The other parts of the script */ } Now even the not JIP players can't see the add action, but the RPT log doesn't give any errors. I am totally out of ideas. How does the functions library work?
  2. Hello. Im learning currently JIP and have some problems. Respawn type in Description.ext is 3 (BASE) 1. I have a task (tsk1) created in InitPlayerLocal.sqf tsk1 = player createSimpleTask [localize "STR_tsk1"]; tsk1 setSimpleTaskDescription [localize "STR_tsk1_1", localize "STR_tsk1", localize "STR_tsk1"]; 2. I have a trigger with condition: !alive typ1 (Execution only on server). By activation: ["task1Completed","stat.sqf"] remoteExec ["execVM",0] 3. The problem is that the tasks are not completed if player joins in progress (I execute triggers only on server, so they doesn't run by JIP players) How I can synchronize the tasks by that way? So the tasks, which are completed by currently playing players will be marked as completed by JIP players too..? Any suggestions?
  3. Hello. I have following problem: I made mission. It should be without respawn. In Description.ext I tried respawn = 0 and even to not define respawn. The problem is that I don't want that Init.sqf executes if someone joins in progress. He should be a seagull if he joins in progress (respawn = "BIRD" not worked, init.sqf executes anyway) and Init.sqf should not be executed on his machine. Is there some way to prevent this?
  4. Hey first time posting on here so please forgive me if I don't supply all the information needed! Recently I've been making a team vs team mission that is based on the rush gamemode from battlefield games, but I've come across an issue when testing it on a dedicated server that has pretty much made it impossible to resume without having to restart everytime somebody joins. I'm using the RespawnTemplates: Menuposition and MenuInventory, I've set the inventory in the description and I've got revive working, but whenever somebody joins in progress they get stuck on the map screen with no menu to allow them to choose a position or a loadout. Either i'm doing something silly for this to occur or I've came across a bug but I've tried Reddit with no replies and I've tried searching on google for countless hours with no success of a solution. The only thing I've really got that would interfere with it I guess would be the InitPlayerLocal.sqf and OnPlayerRespawn.sqf but I'm not 100% sure on how to fix this which is why I'm here Map = 1; saving = 0; disabledAI = 1; joinUnassigned = 1; enableSentences = false; disableChannels[]={0,4,5}; OnLoadName = "WW2: Battle For Szydlow"; loadScreen = "pictures\background.jpg"; Author = "J. Doddsy (RaptorSKA)"; // Respawn respawn = 3; respawnDelay = 10; respawnDialog = 1; respawnOnStart = 1; respawnTemplatesWest[] = {"MenuInventory","MenuPosition"}; respawnTemplatesEast[] = {"MenuInventory","MenuPosition","Tickets"}; // Revive ReviveMode = 1; ReviveUnconsciousStateMode = 0; ReviveRequiredTrait = 0; ReviveRequiredItems = 2; ReviveRequiredItemsFakConsumed = 1; ReviveDelay = 10; ReviveMedicSpeedMultiplier = 2; ReviveForceRespawnDelay = 3; ReviveBleedOutDelay = 40; // Misc showCompass = 1; showGPS = 1; showWatch = 1; showNotePad = 1; // Optimisation: wreckLimit = 4; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 120; Ingame when the player joins after launching the session, he'll sometimes get the menu but It's just a slight chance. The players I've had join say they can only see the map screen, they have physically spawned at the respawn location - once killed they are able to actually see the menu.. I'm sorry if this has already been solved, I only took a quick look at the forums to see if anything resembled my error but it's something I've been trying to fix now for about 2 weeks and I'm still having no luck with Reddit or Google. I've tried looking at respawnonstart -1; I've even removed respawnonstart and it actually started working slightly.
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