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Showing results for tags 'postinit'.
Found 3 results
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Calling PreInit & Postinit functions from a @Mod
MitchJC posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Afternoon all, I'm after a bit of advice with calling postinit and preinit functions from a mod. I've created a mod which is basically a functions library. I have one rather inconvenient issue. My Postinit and preinit functions execute on Arma 3 start, for example: I have dynamic text appearing on the main menu, which whilst amusing, isn't particularly professional. My question: How do I execute postinit and preinit functions only on Mission start when called within a @mod? Thanks in advance! -
[SOLVED] Prevent function initialization in main menu
Leopard20 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello guys. Does anyone know a way to prevent functions from launching in the main menu? When I set up my functions as pre-init or post-init, they also execute in the main menu but I don't want this to happen. -
Understanding how preInit and postInit attributes work
cklymowsky posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
HI All, I'm trying to figure out how the preInit and postInit attributes work, and I've read a couple of threads and still am missing something... I thought the following would display "Hello BEAKO" before the mission start but nothing happens. I created: descrition.ext class CfgFunctions { class BEAKO { class preInit { file = "functions\preInit"; class test { preInit = 1; }; }; }; }; initServer.sqf [] call BEAKO_fnc_test; fn_test.sqf (inside folders "functions" sub-folder "preInit") hintC format ["Hello %1",name player];