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Help with my init


John Ramb0

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For some reason my SEM missions, Welcomes.sqf, and Earplugs won't work, The status bar is working fine though. SEM missions was fine yesterday but now that won't start up either, I'm certain something is wrong in my init but i can't see what??  Can anyone help me here?

 

// stop server loading the client script

if (isDedicated) exitWith {}; 
 
// compile the script on mission load
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";
 
// wait client is ready 
waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};
 
// Starts running the script
[] spawn sdropClient;
 
 
if(hasInterface)then{execVM "semClient.sqf"};
 
[] execVM "scripts\fn_statusBar.sqf";
 
// Welcome Credits
[] execVM "custom\welcome.sqf";

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call compile preProcessFileLineNumbers "cmEarplugs\cm_veh_fun.sqf";

//Status Bar
[] execVM "scripts\fn_statusBar.sqf";
// Welcome Credits
[] execVM "custom\welcome.sqf";
//Simple Epoch Missions
[] execVM "semClient.sqf";

if (isDedicated) exitWith {}; 
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";

waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};

[] spawn sdropClient;

That should fix it for you

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call compile preProcessFileLineNumbers "cmEarplugs\cm_veh_fun.sqf";

//Status Bar
[] execVM "scripts\fn_statusBar.sqf";
// Welcome Credits
[] execVM "custom\welcome.sqf";
//Simple Epoch Missions
[] execVM "semClient.sqf";

if (isDedicated) exitWith {}; 
sdropClient=compileFinal preprocessFileLineNumbers "sdropClient.sqf";

waitUntil{(isPlayer player) && (alive player) && !isNil "EPOCH_loadingScreenDone"};

[] spawn sdropClient;

That should fix it for you

 

 

Strange i made a back up of my file obviously then deleted my init and used this as my new init and the server wouldn't come back up? I tried twice and waited 5-10 mins, soon as i put my original back it came up but no earplugs or welcome messages still.

 

EDIT : Ok it was my fault i had put cfgpricing.hpp in at the same time and i think i wrote the # include"cfgpricing.hpp" in the wrong part of my description, i have removed it for now until i can find out where within description.ext it goes.

 

The ear plugs aswell as the rest are now working thanks to you thats great, it's just the welcome messages now that won't come up :( any ideas?

 

This is whats in my welcome.sqf

if(isDedicated) exitWith {};

(
 
_sizeTitle             = 0.55; // Font Size of the Title Messages
_sizeSubText         = 0.45;  // Font Size of the SubTitle Messages
_colorTitle         = "#FFFFFF"; // HTML Color Code of the Title Messages (must start with '#' )
_colorSubText         = "#EFEFEF"; // HTML Color Code of the SubTitle Messages (must start with '#' )
_alignTitle         = "left"; // Alignment of the Title Message (right or left)
_alignSubText         = "right"; // Alignment of the SubTitle Message (right or left)
_fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages
_fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages
 
_Delay                = 10; // Wait in seconds before the credits start after player IS ingame
_FadeIn             = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role
 
_IntroMusic            = true; // Welcome Intro Song During the credits (true or false)
 
_posDefault         = [0.3,0.55,0.5]; // Defualt Positions of all Credits
 
 
_title             = "Welcome Survivor";
_shorttext         = "To Arma 3 Epoch 0.3.0.1";
_posText        = [0.25,0.5,0.4];
 
_title2         = "Admins";
_shorttext2     = "John Rambo, Doc McStuffin, Newall, Michael Stonebridge";
_posText2        = [0.38,0.5,0.25];
 
_title3            = "Bonus Prizes";
_shorttext3     = "Shoot Newall for free cinder!!";
_posText3        = [0.18,0.5,0.7];
 
_title4         = "AI Missions";
_shorttext4     = "*Warning* Some missions are more challenging but rewarding";
_posText4        = [0.37,0.5,0.28];
 
_title5         = "Features";
_shorttext5     = "@Mas1.8<br />AI Missions<br />Added Military bases<br /> Anti Hack";
_posText5        = [0.35,0.5,0.335];
 
_title6         = "Play Fair & Enjoy";
_shorttext6     = "Admins are Always Active so don't be a douche";
_posText6        = [0.32,0.5,0.4];
 
};

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Strange i made a back up of my file obviously then deleted my init and used this as my new init and the server wouldn't come back up? I tried twice and waited 5-10 mins, soon as i put my original back it came up but no earplugs or welcome messages still.

Well could you Please Post your Onplayerrespawn file ;)

 

I think the Problem is if you Die and Respawn everything disapers like earplugs etc?!

 

If yes please check this:

onPlayerRespawn.sqf

 

 

if(isDedicated || !hasInterface) exitWith{};

waitUntil {alive player};

waitUntil {typeOF player != "VirtualMan_EPOCH"};

//diag_log "Player gender";

//diag_log typeOF player;

sleep 3; // You needn't to use sleep..

// YOUR CODE

 

 

Credits goes to Spire

http://epochmod.com/forum/index.php?/topic/33556-0301-exec-scripts-after-gender-selection/

Maybe this is your Problem?

 

Try it or check your

onPlayerRespawn.sqf

 

since Gender choose is available it breaks some scripts but not with the code above ;)

 

Kind Regards & Good Luck

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Well could you Please Post your Onplayerrespawn file ;)

 

I think the Problem is if you Die and Respawn everything disapers like earplugs etc?!

 

If yes please check this:

onPlayerRespawn.sqf

 

 

 

Credits goes to Spire

http://epochmod.com/forum/index.php?/topic/33556-0301-exec-scripts-after-gender-selection/

Maybe this is your Problem?

 

Try it or check your

onPlayerRespawn.sqf

 

since Gender choose is available it breaks some scripts but not with the code above ;)

 

Kind Regards & Good Luck

 

This is my onplayerrespawn.sqf

 

//START EARPLUGS CODE

//////////////////////////////////////////////////////////////////////////
waitUntil {vehicle player == player};
waituntil {!isnull (finddisplay 46)};
5 fadeSound 1;
earplugsout=true;
[] spawn cm_EP_LOOP;
//cmEARPLUGS CODE END
//////////////////////////////////////////////////////////////////////////

 
So your saying i need to add 

 

if(isDedicated || !hasInterface) exitWith{};

waitUntil {alive player};

waitUntil {typeOF player != "VirtualMan_EPOCH"};

//diag_log "Player gender";

//diag_log typeOF player;

sleep 3; // You needn't to use sleep..

// YOUR CODE

 

Above the earplug code?

 

I've just jumped on and done a quick test and my earplugs (working thanks to prymarys init) do work after death and respawn, my only issue now is that the welcome messages don't work

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is the file path correct and is the filename correct? The init I posted is as per install instructions from script author but if you have welcome in say a "script" folder then you would need to change the init to reflect that also don't forget CaPiTaLiSaTiOn :-)

 

Glad it got sorted, in regards to the description.ext then see below for placement:

 


corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};

class CfgEpochClient
{
	buildingNearbyMilitary = 0; //1 to allow building nearby
	buildingNearbyMilitaryRange = 300; //Define radius of blocked area

	buildingRequireJammer = 0; // 1 = to allow building without a jammer 
	buildingCountLimit = 200; // how many objects can be built within range of a jammer 
	buildingJammerRange = 75; // jammer range in meters
};

#include "cfg\CfgPricing.hpp"

class RscTitles
{

#include "dialog\statusBar.hpp"
};

 

Please note this is not all of description.ext so please don't copy paste and fire up your server. it won't boot. It is merely to show placement.

 

Regards,

 

Pry

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is the file path correct and is the filename correct? The init I posted is as per install instructions from script author but if you have welcome in say a "script" folder then you would need to change the init to reflect that also don't forget CaPiTaLiSaTiOn :-)

 

Glad it got sorted, in regards to the description.ext then see below for placement:

 


corpseManagerMode = 1;
corpseLimit = 10;
corpseRemovalMinTime = 1200;
corpseRemovalMaxTime = 3600;

wreckManagerMode = 1;
wreckLimit = 2;
wreckRemovalMinTime = 60;
wreckRemovalMaxTime = 360;

class CfgRemoteExecCommands {};

class CfgEpochClient
{
	buildingNearbyMilitary = 0; //1 to allow building nearby
	buildingNearbyMilitaryRange = 300; //Define radius of blocked area

	buildingRequireJammer = 0; // 1 = to allow building without a jammer 
	buildingCountLimit = 200; // how many objects can be built within range of a jammer 
	buildingJammerRange = 75; // jammer range in meters
};

#include "cfg\CfgPricing.hpp"

class RscTitles
{

#include "dialog\statusBar.hpp"
};

 

Please note this is not all of description.ext so please don't copy paste and fire up your server. it won't boot. It is merely to show placement.

 

Regards,

 

Pry

 

Oh my days lol i just realized i had it as cfg\CfgPricing.hpp when i don't have that file in that folder, I've just popped it into a folder called cfg and placed it where you said so next restart i'll put it on and finger crossed!  Thanks man hoping it works but even if not thanks for taking the time anyway.

 

Also i had "custom\welcome.sqf" but the folder welcome.sqf was in had a capital c "Custom"  so i've changed that too.

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Your welcome.sqf does have this under the config options yes:

 




/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
/*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\
/*
/*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com]
/*                                            VERSION:            2.1
/*                                            DATE:            21 December 2014
/*
/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
_ms = [];
for "_i" from 1 to 50 do
{
    _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };
    _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };
    _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };
    if (!isNil _t or !isNil _s) then
    {
        _at = if (!isNil _t) then { call compile _t } else { "" };
        _as = if (!isNil _s) then { call compile _s } else { "" };
        _ap = if (!isNil _p) then { call compile _p } else { _posDefault };
        _ms = _ms + [[_at,_as,_ap]];
    }
};
waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
sleep _Delay;
if (_IntroMusic) then { playMusic "Intro";};
player enableSimulation true;
{
    _t = _x select 0;
    _s = _x select 1;
    _pX = _x select 2 select 0;
    _pY = _x select 2 select 1;
    _pW = _x select 2 select 2;
    _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];
    _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];
    _tm = round (count toArray (_t+_s) / 6 / 2) + 3;
    [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;
    sleep (_tm+_FadeIn+4);
} forEach _ms;

 

I just looked at what you posted for your welcome and thought that you were just showing the config bits on purpose but then had a second thought that maybe not....

 

Pry

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This is my entire welcome.sqf

if(isDedicated) exitWith {};

(
 
_sizeTitle             = 0.55; // Font Size of the Title Messages
_sizeSubText         = 0.45;  // Font Size of the SubTitle Messages
_colorTitle         = "#FFFFFF"; // HTML Color Code of the Title Messages (must start with '#' )
_colorSubText         = "#EFEFEF"; // HTML Color Code of the SubTitle Messages (must start with '#' )
_alignTitle         = "left"; // Alignment of the Title Message (right or left)
_alignSubText         = "right"; // Alignment of the SubTitle Message (right or left)
_fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages
_fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages
 
_Delay                = 10; // Wait in seconds before the credits start after player IS ingame
_FadeIn             = 3; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role
 
_IntroMusic            = true; // Welcome Intro Song During the credits (true or false)
 
_posDefault         = [0.3,0.55,0.5]; // Defualt Positions of all Credits
 
 
_title             = "Welcome Survivor";
_shorttext         = "To Arma 3 Epoch 0.3.0.1";
_posText        = [0.25,0.5,0.4];
 
_title2         = "Admins";
_shorttext2     = "John Rambo, Doc McStuffin, Newall, Michael Stonebridge";
_posText2        = [0.38,0.5,0.25];
 
_title3            = "Bonus Prizes";
_shorttext3     = "Shoot Newall for free cinder!!";
_posText3        = [0.18,0.5,0.7];
 
_title4         = "AI Missions";
_shorttext4     = "*Warning* Some missions are more challenging but rewarding";
_posText4        = [0.37,0.5,0.28];
 
_title5         = "Features";
_shorttext5     = "@Mas1.8<br />AI Missions<br />Added Military bases<br /> Anti Hack";
_posText5        = [0.35,0.5,0.335];
 
_title6         = "Play Fair & Enjoy";
_shorttext6     = "Admins are Always Active so don't be a douche";
_posText6        = [0.32,0.5,0.4];
 
};
 
 
 
 
 
 
 
 
 
 
 
 
 
/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
/*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\
/*
/*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com]
/*                                            VERSION:            2.1
/*                                            DATE:            21 December 2014
/*
/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
_ms = [];
for "_i" from 1 to 50 do
{
    _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };
    _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };
    _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };
    if (!isNil _t or !isNil _s) then
    {
        _at = if (!isNil _t) then { call compile _t } else { "" };
        _as = if (!isNil _s) then { call compile _s } else { "" };
        _ap = if (!isNil _p) then { call compile _p } else { _posDefault };
        _ms = _ms + [[_at,_as,_ap]];
    }
};
waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
sleep _Delay;
if (_IntroMusic) then { playMusic "Intro";};
player enableSimulation true;
{
    _t = _x select 0;
    _s = _x select 1;
    _pX = _x select 2 select 0;
    _pY = _x select 2 select 1;
    _pW = _x select 2 select 2;
    _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];
    _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];
    _tm = round (count toArray (_t+_s) / 6 / 2) + 3;
    [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;
    sleep (_tm+_FadeIn+4);
} forEach _ms;

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yours a little bit different to mine:

 

if(isDedicated) exitWith {};

_sizeTitle             = 0.60; // Font Size of the Title Messages
_sizeSubText         = 0.50;  // Font Size of the SubTitle Messages
_colorTitle         = "#FFFFFF"; // HTML Colour Code of the Title Messages (must start with '#' )
_colorSubText         = "#EFEFEF"; // HTML Colour Code of the SubTitle Messages (must start with '#' )
_alignTitle         = "left"; // Alignment of the Title Message (right or left)
_alignSubText         = "right"; // Alignment of the SubTitle Message (right or left)
_fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages
_fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages

_Delay                = 20; // Wait in seconds before the credits start after player IS ingame
_FadeIn             = 2; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role

_IntroMusic            = false; // Welcome Intro Song During the credits (true or false)

_posDefault         = [0.3,0.55,0.5]; // Default Positions of all Credits


_title             	= format ["Welcome %1", name player];
_shorttext         	= "To The TUS Community Epoch Server";
_posText        	= [0.25,0.5,0.4];

_title2         	= "Server Rules:";
_shorttext2     	= "Don't Be A Dick<br />PVP Is Allowed<br />NO Safe-Zone or Trader Camping<br />Skiddies Get Banned";
_posText2        	= [0.38,0.5,0.25];

_title3            	= "Join Us On TeamSpeak:";
_shorttext3     	= "tus.tserverhq.com";
_posText3        	= [0.25,0.5,0.4];

_title4         	= "Server Admins:";
_shorttext4     	= "PryMary<br />Combat Mink<br />Atomic Sausage<br />Thrash Till Death";
_posText4        	= [0.37,0.5,0.28];

_title5         	= "Custom Scripts:";
_shorttext5     	= "Anti Hack<br />Supply Drop<br />Status Bar<br />High Loot | Extra Vehicles<br />Vehicle Tow/Lift<br />Capture The Base<br />Hunt The Admin (WIP)<br />JSRS (DragonFyre) Compatible<br />MAS Weapons<br />Dynamic AI<br />(Beware The Wolf Men!)";
_posText5        	= [0.35,0.5,0.335];

_title6         	= "Play Fair... And Also...";
_shorttext6     	= "Remember To Have Fun!";
_posText6        	= [0.32,0.5,0.4];














/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
/*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\
/*
/*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com]
/*                                            VERSION:            2.1
/*                                            DATE:            21 December 2014
/*
/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
_ms = [];
for "_i" from 1 to 50 do
{
    _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };
    _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };
    _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };
    if (!isNil _t or !isNil _s) then
    {
        _at = if (!isNil _t) then { call compile _t } else { "" };
        _as = if (!isNil _s) then { call compile _s } else { "" };
        _ap = if (!isNil _p) then { call compile _p } else { _posDefault };
        _ms = _ms + [[_at,_as,_ap]];
    }
};
waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
sleep _Delay;
if (_IntroMusic) then { playMusic "Intro";};
player enableSimulation true;
{
    _t = _x select 0;
    _s = _x select 1;
    _pX = _x select 2 select 0;
    _pY = _x select 2 select 1;
    _pW = _x select 2 select 2;
    _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];
    _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];
    _tm = round (count toArray (_t+_s) / 6 / 2) + 3;
    [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;
    sleep (_tm+_FadeIn+4);
} forEach _ms;

 

I can already see what the issue is... see if you can also when comparing mine to yours ;-)

 

Heres a hint: ( & };

 

Take out those and I bet it will work ;-)

 

Pry

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yours a little bit different to mine:

 

if(isDedicated) exitWith {};

_sizeTitle             = 0.60; // Font Size of the Title Messages
_sizeSubText         = 0.50;  // Font Size of the SubTitle Messages
_colorTitle         = "#FFFFFF"; // HTML Colour Code of the Title Messages (must start with '#' )
_colorSubText         = "#EFEFEF"; // HTML Colour Code of the SubTitle Messages (must start with '#' )
_alignTitle         = "left"; // Alignment of the Title Message (right or left)
_alignSubText         = "right"; // Alignment of the SubTitle Message (right or left)
_fontTitle             = "PuristaSemibold"; // Font Type Of Title Messages
_fontSubText        = "PuristaLight"; // Font Type Of SubTitle Messages

_Delay                = 20; // Wait in seconds before the credits start after player IS ingame
_FadeIn             = 2; //how long one role should stay on screen. Use value from 0 to 10 where 0 is almost instant transition to next role

_IntroMusic            = false; // Welcome Intro Song During the credits (true or false)

_posDefault         = [0.3,0.55,0.5]; // Default Positions of all Credits


_title             	= format ["Welcome %1", name player];
_shorttext         	= "To The TUS Community Epoch Server";
_posText        	= [0.25,0.5,0.4];

_title2         	= "Server Rules:";
_shorttext2     	= "Don't Be A Dick<br />PVP Is Allowed<br />NO Safe-Zone or Trader Camping<br />Skiddies Get Banned";
_posText2        	= [0.38,0.5,0.25];

_title3            	= "Join Us On TeamSpeak:";
_shorttext3     	= "tus.tserverhq.com";
_posText3        	= [0.25,0.5,0.4];

_title4         	= "Server Admins:";
_shorttext4     	= "PryMary<br />Combat Mink<br />Atomic Sausage<br />Thrash Till Death";
_posText4        	= [0.37,0.5,0.28];

_title5         	= "Custom Scripts:";
_shorttext5     	= "Anti Hack<br />Supply Drop<br />Status Bar<br />High Loot | Extra Vehicles<br />Vehicle Tow/Lift<br />Capture The Base<br />Hunt The Admin (WIP)<br />JSRS (DragonFyre) Compatible<br />MAS Weapons<br />Dynamic AI<br />(Beware The Wolf Men!)";
_posText5        	= [0.35,0.5,0.335];

_title6         	= "Play Fair... And Also...";
_shorttext6     	= "Remember To Have Fun!";
_posText6        	= [0.32,0.5,0.4];














/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
/*                                        /!\ DO NOT EDIT BELOW THIS LINE. DO NOT REMOVE CREDITS /!\
/*
/*                                            SCRIPTING BY:        GR8 [GhostzGamerz.com]
/*                                            VERSION:            2.1
/*                                            DATE:            21 December 2014
/*
/***********************************************************************************************************************************************/
/***********************************************************************************************************************************************/
_ms = [];
for "_i" from 1 to 50 do
{
    _t = if (_i!=1) then { format["_title%1",_i] } else { "_title" };
    _s = if (_i!=1) then { format["_shorttext%1",_i] } else { "_shorttext" };
    _p = if (_i!=1) then { format["_postext%1",_i] } else { "_postext" };
    if (!isNil _t or !isNil _s) then
    {
        _at = if (!isNil _t) then { call compile _t } else { "" };
        _as = if (!isNil _s) then { call compile _s } else { "" };
        _ap = if (!isNil _p) then { call compile _p } else { _posDefault };
        _ms = _ms + [[_at,_as,_ap]];
    }
};
waitUntil {!isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
waitUntil {isNuLL(uiNameSpace getVariable ["EPOCH_loadingScreen",displayNull])};
sleep _Delay;
if (_IntroMusic) then { playMusic "Intro";};
player enableSimulation true;
{
    _t = _x select 0;
    _s = _x select 1;
    _pX = _x select 2 select 0;
    _pY = _x select 2 select 1;
    _pW = _x select 2 select 2;
    _m = format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeTitle, _colorTitle, _alignTitle, _fontTitle, _t];
    _m = _m + format ["<t size='%1' color='%2' align='%3' font='%4'>%5<br /></t>", _sizeSubText, _colorSubText, _alignSubText, _fontSubText, _s];
    _tm = round (count toArray (_t+_s) / 6 / 2) + 3;
    [ _m, [_pX * safeZoneW + safeZoneX, _pW], [_pY * safezoneH + safezoneY, 1 * safezoneH + safezoneY], _tm, _FadeIn ] spawn BIS_fnc_dynamicText;
    sleep (_tm+_FadeIn+4);
} forEach _ms;

 

I can already see what the issue is... see if you can also when comparing mine to yours ;-)

 

Heres a hint: ( & };

 

Take out those and I bet it will work ;-)

 

Pry

 

Right i think i got it :) Thanks man!! I really hope so, Will post back after restart...

 

Btw any ideas on why the line:    #include "cfg\CfgPricing.hpp"    placed where you told me to would stop the server coming up??

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if you go there, there is a lot of different layouts being discussed.

 

Also in regards to your description.ext issue... Have you tried putting that line at the very bottom of it? Does it still bork the server then?

 

Regards,

 

Pry

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if you go there, there is a lot of different layouts being discussed.

 

Also in regards to your description.ext issue... Have you tried putting that line at the very bottom of it? Does it still bork the server then?

 

Regards,

 

Pry

 

I'll have a good proper read through that thread, The intro song isn't playing atm but that's no big issue i can work that out and if not oh well! 

 

I will try putting it at the end and see what happens next restart (if i stay awake) maybe try it in the morning but will keep you posted :) 

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