dtmullican
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Posts posted by dtmullican
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Works fine for me. You could try doing a fresh install or if you're using Infistar make sure you have the proper allowedDialogs set.
Yep, I am using Infistar. I don't think the issue is with an alloweddialogs though, as the script itself is aborting and logging it; theoretically because it thinks the player isn't near the spawn.
Appreciate the info, that at least confirms it's something I've messed up then.
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Does anyone have this working with 0.3.4.0?
I updated from 0.3.3.1 to 0.3.4.0 and mine no longer works...keep getting "Spawn menu aborted", but I can evaluate the expression the script is using in my debug console and it's returning well under 35.
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If I don't load Epoch my joystick is seen. If I do load Epoch with the Arma launcher, my joystick, throttle, and rudder pedals are no longer seen. If I load Epoch with the -mod command line, my joystick is seen until I try to change a control, and the servers kick me for not having the correct mod loaded for some reason.
Maybe this info will help with troubleshooting the issue.
Custom Spawn Dialog with Gear & HALO Selection, moving Map, Credits, Custom spawns and more ...
in Scripts
Posted · Edited by dtmullican
I'm standing in the middle of the clone room. In fact, if I pull up the debug console and put in 'player distance getMarkerPos "respawn_west";' I get a number that is far smaller than 35. Usually it's very close to 0.
Yes, what's happening makes no sense to me either. It worked fine with 0.3.3.1, which is why I asked if anyone had it working with 0.3.4.0. Since it is, that narrows my troubleshooting focus to something I messed up somewhere and not some change with 0.3.4.0.
For some reason, when the script runs, it seems to be getting a distance larger than 35. I tried adding code in to log the actual number it's using in the comparison:
Edit: Got that added code working. It gets even weirder:
7:16:37 "Spawn Menu Aborted..."
7:16:37 "[halv_spawn] Distance: 23005.6"
The only thing I can figure at this point is that something is off in the timing during the spawning sequence.
Edit2:
Yep, it's some kind of timing issue. If I change the section of spawndialog.sqf to:
it works properly.