RuschGaming

TUTS Briefing for ExileMod

34 posts in this topic

Posted (edited)

On 3/5/2017 at 2:49 AM, [RG] Salutesh said:

I dont want so see you InfiStar files. I want to see the briefing code that you are using like mine here: http://pastebin.com/FwNDgJ6m

I also using Infistar and have no issues with the briefing so its not related to that i guess.

For me it looks like you dont have any diary records in your diary subjects.

 

ah ok, here's the pastebin.

briefing: http://pastebin.com/rtfx3qhc

and in init.sqf I placed the line : null =[] execVM "briefing.sqf"; // Briefing and Rules 

 

EDIT: Disregard. I copied your script and got it working just fine. I haven't reinstalled infistar yet and am worried that this might prevent it but I guess we'll cross that bridge when we come to it. 

Edited by fifthmanstanding

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Posted (edited)

On 3/5/2017 at 2:49 AM, [RG] Salutesh said:

I dont want so see you InfiStar files. I want to see the briefing code that you are using like mine here: http://pastebin.com/FwNDgJ6m

I also using Infistar and have no issues with the briefing so its not related to that i guess.

For me it looks like you dont have any diary records in your diary subjects.

 

So for me your code is working perfectly (see my post above) but for players it's showing two empty tabs, just like Azazel's post on page 3. User sees the briefing tabs but clicking on them does nothing. No idea what to do.

 

I've updated the pastebin with the current briefing code: http://pastebin.com/srWTrm0f

This is the init.sqf file that's in my mission file: http://pastebin.com/drqJDw2b

 

Edited by fifthmanstanding

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Upon loading in it  now displays fine. After a player dies and respawns, however, it does not and is no longer present on the map screen. How can I make it permanent or force it to reload upon respawn? Not much use in having a rules section if no one can see them after their first death. 

I'm not so much of a good good coder boy, but I was wondering if it's the difference between "null =[] execVM " vs "[] execVM " in the init.sqf.

Thanks in advanced for any help. 

Pastebin to briefing file: http://pastebin.com/9QeHYmjA

Initialization script is: null =[] execVM "briefing.sqf"; from the init.sqf in mission file.

I just tried copying the  null =[] execVM  into initplayerlocal and loading in. Upon load in it doubles the briefing tabs that are also being shown by init.sqf. If you commit suicide and respawn, they both still disappear. 

Interestingly enough, I've got a server watermark logo that also runs off of init.sqf but if you die it's still there. So one would assume that if init.sqf meant it was only being loaded once upon login (but not respawn) then the server watermark logo should disappear too....but it's not. Which would beget the idea that something's wrong with my briefing file.sqf. 

If anyone can spot the issue with the briefing please do let me know

 Upon login:                   20170315074858_1.jpg.6202a681370aa79db6a8bef59b620843.jpg

 

After dying/respawn:  20170315074716_1.jpg.109f74cd7127a7f582e5e408b94fdc18.jpg

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So to my init.sqf I added the line: 

_KilledHandler = player addEventHandler ["killed", {_this execVM "playerkilled.sqf"}];

Based on a post made years ago about this exact problem on a bohemia forum post. 

I then created a playerkilled.sqf with the lines:

waituntil {(alive player)};
 
execVM "briefing.sqf";

under the assumption that the init.sqf would start the kill handler to refer to playerkilled.sqf which would then execute the briefing.sqf at the time of player death and show the briefing tabs....no dice. 

On a wing and a prayer I through the same _KilledHandler line of code to initPlayerLocal.sqf thinking maybe that would work. Nope. No luck there either. I'm at my wits end. I really hope someone comes up with an idea. 

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