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Join in progress and eventhandler

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Post  DirTyDeeDs Mon Nov 30, 2009 2:38 am

Join in progress and eventhandler

Before I made a thread and ask about our problem with JIP and the damage eventhandler, I searched to see if there was a relevant thread I could post in.
There WAS one.
After reading the thread, I realized I didn't understand enough of what was discussed to know if an answer to our problem was already talked about or not.
Zombie, please peruse the linked thread at your leisure and see of there is already a solution to our problem in there.
If not, I will then post the question.

thanks

Join in progress

pay special attention to:
post 12
post 18
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Join in progress and eventhandler Empty Re: Join in progress and eventhandler

Post  Zombie Mon Nov 30, 2009 10:38 am

wow, read all that and and didn't make sense to me
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Join in progress and eventhandler Empty Re: Join in progress and eventhandler

Post  DirTyDeeDs Mon Nov 30, 2009 1:40 pm

our damage eventhandler fires when you start the mission and only then. if we want to continue to use that tool and be JIP compatible, another method to activate it will have to be used.


To execute a script on server upon player connection, use onPlayerConnected statement in the init.sqf for example.

can you trigger the eventhandler from within a script other than the init?

how about
Code:
onPlayerConnected "[_id, _name] execVM ""eventhandler.sqs""";


reference

lol it cant be that easy
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Join in progress and eventhandler Empty Re: Join in progress and eventhandler

Post  Zombie Mon Nov 30, 2009 9:24 pm

I think you can, but eventhandlers aren't sqs's so it will take some experimentation.
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Join in progress and eventhandler Empty Re: Join in progress and eventhandler

Post  DirTyDeeDs Mon Nov 30, 2009 10:14 pm

well, you can trigger the eventhandler from within an init.sqs or sqf, thats where my thought process came from.

how about

Code:
onPlayerConnected "[_id, _name] execVM ""init.sqf""";

geek
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Post  Zombie Tue Dec 01, 2009 9:20 am

I could do that but it wouldn't solve the problem as you wrote it. The eventhandler is called in the units init field, not the init.sqf. I may be able to move all the unit inits to the init.sqf and then use onplayerconnected though.
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Post  DirTyDeeDs Tue Dec 01, 2009 7:52 pm

argh, I suck ! pirat
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Post  DirTyDeeDs Wed Dec 02, 2009 9:17 pm

i didnt yet test the mission on the dedi, as asked last night... Sad
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