Sandbird Posted January 28, 2014 Report Share Posted January 28, 2014 I tried to do something in my init.sqf to check freshSpawned players with this: if (!isDedicated) then { customscript = compile preprocessFileLineNumbers "freshspawn\custom.sqf"; if(freshSpawn == 2) then { waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; player spawn customscript; }; }; but i get this error. if(freshSpawn == 2) then { waitUntil {!isNi> Error position: <freshSpawn == 2) then { waitUntil {!isNi> Error Undefined variable in expression: freshspawn File mpmissions\__CUR_MP.Chernarus\init.sqf, line 193 I thought the freshSpawn variable was introduced in 1.3.0....Is it taken out in 1.3.0.1 ? Cause i see it in the player_monitor.fsm and i am not overwriting those file paths -Thanks ps: I DO NOT want to use if (dayzPlayerLogin2 select 2) then ... That s****t is bugged....it doesnt always return the 3rd parameter (should return false...but its just empty) causing tons of problems. EDIT: I see that freshSpawn is still there...but yea just not working. The variable does not load in init.sqf Did anyone try this before release ?..... Link to comment Share on other sites More sharing options...
0 Judge Bread Posted January 28, 2014 Report Share Posted January 28, 2014 The freshSpawn variable is present and I believe you have made a mistake by trying to use the variable before it has even been declared. Unsure what you are actually doing but to use the variable I suggest moving the code block you have after the player_monitor code but you might still end up using it far earlier than it has been set. If you are sure you know what you are doing then you can place a waitUntil to check freshSpawn > 0. But I recommend testing it as this is just a theoretical stab in the dark. Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 28, 2014 Author Report Share Posted January 28, 2014 The freshSpawn variable is present and I believe you have made a mistake by trying to use the variable before it has even been declared. Unsure what you are actually doing but to use the variable I suggest moving the code block you have after the player_monitor code but you might still end up using it far earlier than it has been set. If you are sure you know what you are doing then you can place a waitUntil to check freshSpawn > 0. But I recommend testing it as this is just a theoretical stab in the dark. That code is in my init.sqf :) How earlier should i get that value ? hehe I wanna use to check for new people and spawn a bike next to them when they spawn. Why shouldnt it work at init.sqf? Since other custom spawn scripts get values from when the player selects a gender, then why freshspawn doesnt work when i can see that its getting a value there at gender selection. I even copied the player_monitor.sqf and .fsm in my client files and overwrite the path BEFORE my function posted...and still i get the error. I dont think you are right about this one Judge. If its a global variable, then it IS getting initialized before init.sqf reaches that part of the code..so it should be set...but its not. Link to comment Share on other sites More sharing options...
0 Judge Bread Posted January 29, 2014 Report Share Posted January 29, 2014 I believe you might have misunderstood me. I did not say it would not work in the init.sqf. I simply meant that I only see its use in the player_monitor.fsm. This is where it gets declared and initialized. Apart from that I have not been able to find any trace of it. And I saw that you used it riight after this "if (!isDedicated) then {" which makes me believe it is the first thing in your (!isDedicated) code block (of course) this is just a random guess as I cannot really see where in your init it lies. I don't think you need to copy the files over and overwrite the paths and I only think that your code will run fine after the variable is declared and initialized in the player monitor hence why I stated to put it after it. Plus most of the scripts are execVM'd which means they run on their own threads while the init.sqf continues to execute the code in it. Which is why I stated The freshSpawn variable is present and I believe you have made a mistake by trying to use the variable before it has even been declared. ... but you might still end up using it far earlier than it has been set. There is also theses condition states !isNil "sm_done" and "count (dayzPlayerLogin) > 1" in the player monitor a step or two above the 'Parse Login' state and this means execution is stopped until the server has spawned everything it needs and has processed playerLogin and responded. Each taking its own amount of time to complete and respond to the fsm. The freshSpawn variable gets declared in the Parse Login state and hence gets delayed until all the above states get satisfied. Which is also a reason why I thought this would be a game of catchup. (As you can tell this explanation is and can get more elaborate than the simple three lines I wrote earlier :D). Nonetheless, you could simply put a waitUntil in your code block for !(isNil freshSpawn) above if(freshSpawn == 2) then {. This technically should stop execution until freshspawn gets declared. And since you are using spawn for your script, I would move all this into the top of the script itself and let the init execute the rest of the code rather than wait for freshSpawn. Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 29, 2014 Author Report Share Posted January 29, 2014 This is my whole init.sqf. I initialize it as higher as possible in the init file. Right after _player_monitor. With the custom spawn script (the graphical one) that was posted here about a week ago, the guy who wrote it added just one variable right after the player clicks the gender. That variable was used in server_playerSetup.sqf and was passed in the dayzPlayerLogin2 as a 3 argument.. When the player fresh spawned that value was set to true...if he was re- logging then it was not set causing the Waituntil to wait for ever...giving all sorts of problems. Sometimes the players would spawn inside a building in Novy or just get a black screen. I just did what you said....and you wont believe this......freshSpawn is always 0 T_T. This is my init. and further down the bike script. startLoadingScreen ["","RscDisplayLoadCustom"]; cutText ["","BLACK OUT"]; enableSaving [false, false]; //REALLY IMPORTANT VALUES dayZ_instance = 11;//The instance dayzHiveRequest = []; initialized = false; dayz_previousID = 0; DZE_DiagFpsSlow = true; dayz_spawnselection = 0; // DayZ Spawnselection / 1 = enabled // 0 = disabled, No current spawn limits. (for GUI spawn script) //----------------------------------------------------------------------------------- MissionScript = true; // Mission Script SargeAIScript = false; // Sarge AI Framework R3FAALScript = true; // =R3F= Artillery and Logistic (Auto towing) LoadAdminTools = false; BTCLogisticsScript = true; // =BTC= Logistic Script (Heli Lift) BTCFastRopeScript = true; // =BTC= Fast Rope AutoRefuelScript = true; // Autorefuel HouseLightsScript = false; // Working House Lighting TowerLightsScript = true; // Illuminant Tower DebugMonitorScript = false; // Debug Monitor ElevatorScript = true; // Elevator Script NoVoiceonSide = true; // Side voice Kick Script BusAIScript = false; // Bus AI SpawnScript = true; // SpawnScript RealismScript = false; PersonalHeliEvacScript = true; //disable greeting menu player setVariable ["BIS_noCoreConversations", true]; //disable radio messages to be heard and shown in the left lower corner of the screen enableRadio true; // May prevent "how are you civillian?" messages from NPC enableSentences false; // DayZ Epoch config spawnShoremode = 1; // Default = 1 (on shore) spawnArea= 1500; // Default = 1500 MaxHeliCrashes= 5; // Default = 5 MaxVehicleLimit = 1; // Default = 50 MaxDynamicDebris = 0; // Default = 100 dayz_MapArea = 14000; // Default = 10000 dayz_maxLocalZombies = 30; // Default = 30 dayz_paraSpawn = false; DefaultBackpackWeapon = ""; DynamicVehicleDamageLow = 0; DynamicVehicleDamageHigh = 100; DynamicVehicleFuelLow = 0; //10 DynamicVehicleFuelHigh = 100; //75 DZE_vehicleAmmo = 0; dayz_maxAnimals = 8; // Default: 8 dayz_minpos = -1; //0 dayz_maxpos = 16000; DZE_teleport = [99999,99999,99999,99999,99999]; dayz_sellDistance = 40; dayz_sellDistance_vehicle = 15; dayz_sellDistance_boat = 30; dayz_sellDistance_air = 40; DZE_ForceNameTagsOn = 1; DZE_BuildingLimit = 250; dayz_tameDogs = true; dayz_zedsAttackVehicles = false; DZE_DeathMsgGlobal = true; DZE_DeathMsgSide = true; DZE_DeathMsgTitleText = true; dayz_fullMoonNights = true; DefaultMagazines = ["ItemBandage","ItemBandage","ItemPainkiller","ItemMorphine","FoodSteakCooked","ItemSodaCoke","ItemBloodbag","30Rnd_762x39_AK47","30Rnd_762x39_AK47","15Rnd_9x19_M9SD","15Rnd_9x19_M9SD"]; DefaultWeapons = ["ItemMap","ItemWatch","ItemToolbox","ItemFlashlightRed","ItemMachete","M9SD","AK_47_S"]; DefaultBackpack = "DZ_TK_Assault_Pack_EP1"; EpochEvents = [["any","any","any","any",0,"crash_spawner"]]; //Load in compiled functions call compile preprocessFileLineNumbers "code\init\variables.sqf"; //Initilize the Variables (IMPORTANT: Must happen very early) progressLoadingScreen 0.1; call compile preprocessFileLineNumbers "code\init\publicEH.sqf"; //Initilize the publicVariable event handlers progressLoadingScreen 0.2; call compile preprocessFileLineNumbers "\z\addons\dayz_code\medical\setup_functions_med.sqf"; //Functions used by CLIENT for medical progressLoadingScreen 0.4; call compile preprocessFileLineNumbers "\z\addons\dayz_code\init\compiles.sqf"; //Compile regular functions progressLoadingScreen 0.5; call compile preprocessFileLineNumbers "server_traders.sqf"; //Compile trader configs call compile preprocessFileLineNumbers "dayz_code\init\variables.sqf"; //Initializes custom variables call compile preprocessFileLineNumbers "dayz_code\init\compiles.sqf"; //Compile custom compiles call compile preprocessFileLineNumbers "dayz_code\init\settings.sqf"; //Initialize custom clientside settings progressLoadingScreen 1.0; building_spawnLoot = compile preprocessFileLineNumbers "code\building_spawnLoot.sqf"; "filmic" setToneMappingParams [0.153, 0.357, 0.231, 0.1573, 0.011, 3.750, 6, 4]; setToneMapping "Filmic"; if (isServer) then { //Compile vehicle configs call compile preprocessFileLineNumbers "\z\addons\dayz_server\missions\DayZ_Epoch_17.Chernarus\dynamic_vehicle.sqf"; // Add trader citys _nil = [] execVM "\z\addons\dayz_server\missions\DayZ_Epoch_17.Chernarus\mission.sqf"; _serverMonitor = [] execVM "\z\addons\dayz_code\system\server_monitor.sqf"; "PVDZ_sec_atp" addPublicVariableEventHandler { _x = _this select 1; if (typeName _x == "STRING") then { diag_log _x; } else { _unit = _x select 0; _source = _x select 1; if (((!(isNil {_source})) AND {(!(isNull _source))}) AND {((_source isKindOf "CAManBase") AND {(owner _unit != owner _source)})}) then { diag_log format ["P1ayer %1 hit by %2 %3 from %4 meters", _unit call fa_plr2Str, _source call fa_plr2Str, _x select 2, _x select 3]; if (_unit getVariable["processedDeath", 0] == 0) then { _unit setVariable [ "attacker", name _source ]; _unit setVariable [ "noatlf4", diag_ticktime ]; // server-side "not in combat" test, if player is not already dead }; }; }; }; }; if (!isDedicated) then { //Conduct map operations 0 fadeSound 0; waitUntil {!isNil "dayz_loadScreenMsg"}; dayz_loadScreenMsg = (localize "STR_AUTHENTICATING"); //Run the player monitor _id = player addEventHandler ["Respawn", {_id = [] spawn player_death;}]; _playerMonitor = [] execVM "\z\addons\dayz_code\system\player_monitor.sqf"; if(SpawnScript)then{ _nil = [] execVM "newspawn\bike.sqf"; }; if(PersonalHeliEvacScript)then{ _nil = [] execVM "custom\JAEM\EvacChopper_init.sqf"; }; if(RealismScript)then{ _void = [] execVM "R3F_Realism\R3F_Realism_Init.sqf"; }; _nil = [] execVM "custom\remote_messages.sqf"; [] execVM "custom\UnlockDoorFix.sqf"; [] execVM "custom\service_point\service_point.sqf"; [] spawn { waitUntil {!isNil "dayz_animalCheck"}; _nil = [] execVM "custom\kh_specials.sqf"; }; //anti Hack //[] execVM "\z\addons\dayz_code\system\antihack.sqf"; //Lights //[0,0,true,true,true,58,280,600,[0.698, 0.556, 0.419],"Generator_DZ",0.1] execVM "\z\addons\dayz_code\compile\local_lights_init.sqf"; }; //#include "\z\addons\dayz_code\system\REsec.sqf" //Start Dynamic Weather //execVM "\z\addons\dayz_code\external\DynamicWeatherEffects.sqf"; execVM "custom\DynamicWeatherEffects.sqf"; #include "\z\addons\dayz_code\system\BIS_Effects\init.sqf" if(LoadAdminTools)then{ [] execVM "admintools\Activate.sqf"; }; if(BTCLogisticsScript)then{ _logistic = execVM "=BTC=_Logistic\=BTC=_Logistic_Init.sqf"; }; if(BTCFastRopeScript)then{ sleep 1; _fast_rope = [] execVM "=BTC=_fast_roping\=BTC=_fast_roping_init.sqf"; }; if(R3FAALScript)then{ execVM "R3F_ARTY_AND_LOG\init.sqf"; }; if(SargeAIScript)then{ call compile preprocessFileLineNumbers "addons\UPSMON\scripts\Init_UPSMON.sqf"; call compile preprocessFileLineNumbers "addons\SHK_pos\shk_pos_init.sqf"; [] execVM "addons\SARGE\SAR_AI_init.sqf"; }; if(MissionScript)then{ [] execVM "faction.sqf"; [] execVM "debug\addmarkers.sqf"; [] execVM "debug\addmarkers75.sqf"; }; if(AutoRefuelScript)then{ [] execVM "custom\kh_actions.sqf"; }; if(BusAIScript)then{ if (isServer) then { //Bus Route [true] execVM "busroute\init_bus.sqf"; }; if (!isDedicated) then { //Bus Route [] execVM "busroute\player_axeBus.sqf"; }; }; if(TowerLightsScript)then{ [] execVM "custom\tower_lights.sqf"; }; if(HouseLightsScript)then{ [] execVM "custom\house_lights.sqf"; }; if(DebugMonitorScript)then{ [] execVM "custom\debugmonitor.sqf"; }; if(ElevatorScript)then{ if (!isDedicated) then { ["elevator"] execVM "elevator\elevator_init.sqf"; } }; if(NoVoiceonSide)then{ [] execVM "custom\nosidechat.sqf"; }; //[] execVM "custom\AntiTheftFriends.sqf"; // Safezones _nil = [] execVM "safezones\init.sqf"; //Teargas _null = [] execVM "custom\teargas.sqf"; if (!isDedicated) then { [] execVM "custom\welcome.sqf"; }; call compile preprocessFileLineNumbers "custom\zombietruck\init.sqf"; //execVM "debug.sqf"; //DayZ Watermark dayZ_serverName = "GROF"; if (!isNil "dayZ_serverName") then { [] spawn { waitUntil {(!isNull Player) and (alive Player) and (player == player)}; waituntil {!(isNull (findDisplay 46))}; 5 cutRsc ["wm_disp","PLAIN"]; ((uiNamespace getVariable "wm_disp") displayCtrl 1) ctrlSetText dayZ_serverName; }; }; and the bike: newspawn\bike.sqf diag_log("####### Spawn script Start"); waitUntil {!isNil ("freshSpawn")}; diag_log format["####### Spawn script value: %1", freshSpawn]; if (freshSpawn == 2) then { waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; private["_ebayspawnvehicle"]; //-----------vehcile spawn---------------------------------------------------- titleText ["A bike spawned next to you! (it wont save after restart)", "PLAIN DOWN", 5]; sleep 2; titleFadeOut 1; _ebayspawnvehicle = 'Old_bike_TK_INS_EP1' createVehicle (position player); _ebayspawnvehicle setVariable ["Mission",1,true]; clearMagazineCargo _ebayspawnvehicle; clearWeaponCargo _ebayspawnvehicle; }; Log file shows: "DEBUG: loadscreen guard started." "DEBUG: loadscreen guard started." "Started executing user settings file." "Finished executing user settings file." "DEBUG: loadscreen guard started." "DEBUG: loadscreen guard started." "####### Spawn script Start" "Res3tting B!S effects..." "AC_functions version 1" "DAYZ: CLIENT IS RUNNING DAYZ_CODE "1.0.3.1"" ZOMBIE TRUCK: initializing... "evaluation of ac_functions.sqf skipped, active version 1 is newer or equal than this file (version 1)" "Elevator script initialized" "Running "kh_actions"." ZOMBIE TRUCK: waiting for login... "PLAYER RESULT: true" "####### Spawn script value: 0" Dont you just love Arma engine ? Tested it with fresh spawn and relogin after...same value....0 Link to comment Share on other sites More sharing options...
0 Judge Bread Posted January 29, 2014 Report Share Posted January 29, 2014 Ah! Well I believe the value always being 0 is my fault. :o I should have realized it but this fires when the value gets initialized waitUntil {!isNil ("freshSpawn")}; Which would be in its declaration freshSpawn = 0; So it will always be 0 in this case. So we need to run the script at state "Phase One" of the fsm. Then, I have one more suggestion.. change the start of your bike.sqf file like so diag_log("####### Spawn script Start"); waitUntil {(!isNil ("freshSpawn")) && (!isNil "dayzPlayerLogin2")}; diag_log format["####### Spawn script value: %1", freshSpawn]; if ((freshSpawn == 2) && (dayzPlayerLogin2 > 0)) then { This should delay execution of your script long enough for the variable to be declared and set. Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 29, 2014 Author Report Share Posted January 29, 2014 Oh god...i see dayzPlayerLogin2 and i start to get tremors :P I so dont like that value...caused nothing but agony and pain (check 1st post :P), but i'll give it a go tonight. Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 29, 2014 Author Report Share Posted January 29, 2014 Yeah that didnt work, dayzPlayerLogin2 is set to any... I also did this to see the values, but i spawned inside a building in Novy again... waitUntil {(!isNil 'dayz_Totalzedscheck') || (!isNil 'dayz_locationCheck') || (!isNil 'dayzplayerlogin') || (!isNil 'dayz_animalcheck')}; waitUntil {!isNil ("freshSpawn")}; diag_log format["####### Spawn script: freshSpawn:%1 dayz_Totalzedscheck:%2 dayz_locationCheck:%3 dayzplayerlogin:%4 dayz_animalcheck:%5 dayzPlayerLogin2:%6", freshSpawn, dayz_Totalzedscheck, dayz_locationCheck, dayzplayerlogin, dayz_animalcheck, dayzPlayerLogin2]; if ((freshSpawn == 2) && (dayzPlayerLogin2 > 0)) then and the log: freshSpawn:0 dayz_Totalzedscheck:any dayz_locationCheck:any dayzplayerlogin:["171",[],[],[0,0,0],true,"1.0.3.1","Survivor2_DZ",true,false,0] dayz_animalcheck:any dayzPlayerLogin2:any" Link to comment Share on other sites More sharing options...
0 Judge Bread Posted January 29, 2014 Report Share Posted January 29, 2014 Hey, Sorry I was in a hurry and had to leave and made a mistake in the code i specified. if ((freshSpawn == 2) && (count dayzPlayerLogin2 > 0)) then That value is an array sent by the server and I left out the count when typing it out. Silly mistake! Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 30, 2014 Author Report Share Posted January 30, 2014 Hey, Sorry I was in a hurry and had to leave and made a mistake in the code i specified. if ((freshSpawn == 2) && (count dayzPlayerLogin2 > 0)) then That value is an array sent by the server and I left out the count when typing it out. Silly mistake! Didnt work :/ Its ok, forget about it...i'll just use the Deploy bike script and give them materials on fresh spawn. Thanks for the help though. Link to comment Share on other sites More sharing options...
0 Judge Bread Posted January 30, 2014 Report Share Posted January 30, 2014 Damn! Feels so close though. I know I can get it... wrong film but.. ILL BE BACK Sandbird 1 Link to comment Share on other sites More sharing options...
0 Sandbird Posted January 30, 2014 Author Report Share Posted January 30, 2014 lol, you know this is totally stupid though...i mean...in the changelog they say "New global variable !!! w000t freshspawn...." and noone has even tested it T_T. Instead they do this dayz_login2 crap, which it doesnt even return false....when its not true...its just empty. I am starting to feel vindicated that those guys were in jail :P (Arma engine is the worst....even worst than Unity engine) Link to comment Share on other sites More sharing options...
0 Judge Bread Posted January 31, 2014 Report Share Posted January 31, 2014 :D Use PVDZE_plr_LoginRecord it gets declared/instantiated just after the player's GUI and display are loaded so well after freshSpawn is declared and set. Use this at the start of your script waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; Then check the value of freshSpawn and your good to go. This is the test script. private ["_dayzIsNil","_freshIsNil","_PVIsNil","_dayzPlayerLoginTime","_freshSpawnTime","_playerLoginRecordTime","_done"]; _dayzIsNil = false; _freshIsNil = false; _PVIsNil = false; diag_log (format["Test Started. Time: %1", diag_tickTime]); diag_log ("Check Test Started"); if (isNil ("dayzPlayerLogin")) then { _dayzIsNil = true; }; if (isNil ("freshSpawn")) then { _freshIsNil = true; }; if (isNil ("PVDZE_plr_LoginRecord")) then { _PVIsNil = true; }; diag_log (format["dayzPlayerLogin Nil check: %1.",_dayzIsNil]); diag_log (format["freshSpawn Nil check: %1.",_freshIsNil]); diag_log (format["PVDZE_plr_LoginRecord Nil check: %1.",_PVIsNil]); diag_log ("Check Test End"); if (isNil ("dayzPlayerLogin")) then { waitUntil { !isNil ("dayzPlayerLogin") }; _dayzPlayerLoginTime = diag_tickTime; } else { _dayzPlayerLoginTime = diag_tickTime; }; diag_log (format["DayzPlayerLoginTime: %1 Time:%2", dayzPlayerLogin, _dayzPlayerLoginTime]); waitUntil {!isNil ("freshSpawn")}; _freshSpawnTime = diag_tickTime; diag_log (format["FreshSpawn: %1 Time: %2", freshSpawn, _freshSpawnTime]); diag_log (format["Time Diff: %1", (_freshSpawnTime - _dayzPlayerLoginTime)]); if (isNil ("PVDZE_plr_LoginRecord")) then { waitUntil {!isNil ("PVDZE_plr_LoginRecord")}; _playerLoginRecordTime = diag_tickTime; } else { _playerLoginRecordTime = diag_tickTime; }; diag_log (format["PlayerLoginRecord: %1 Time:%2", PVDZE_plr_LoginRecord, _playerLoginRecordTime]); diag_log (format["Time Diff: %1",(_playerLoginRecordTime - _freshSpawnTime)]); if (freshSpawn > 0) then { diag_log ("FreshSpawn check after PVDZE."); diag_log (format["FreshSpawn: %1 Time: %2",freshSpawn,diag_tickTime]); }; diag_log ("Test End"); This is the results. Normal spawn. "Test Started. Time: 110.958" "Check Test Started" "dayzPlayerLogin Nil check: true." "freshSpawn Nil check: true." "PVDZE_plr_LoginRecord Nil check: true." "Check Test End" "DayzPlayerLoginTime: [] Time:112.645" "FreshSpawn: 0 Time: 136.241" "Time Diff: 23.596" (<--- WTF!?!) "PlayerLoginRecord: ["XXXXX","169",0] Time:138.638" "Time Diff: 2.39699" "Test End" New spawn. "Test Started. Time: 115.734" "Check Test Started" "dayzPlayerLogin Nil check: true." "freshSpawn Nil check: true." "PVDZE_plr_LoginRecord Nil check: true." "Check Test End" "DayzPlayerLoginTime: [] Time:116.174" "FreshSpawn: 0 Time: 116.404" "Time Diff: 0.230003" "PlayerLoginRecord: ["XXXXX","170",0] Time:123.175" "Time Diff: 6.771" "FreshSpawn check after PVDZE." "FreshSpawn: 2 Time: 123.176" "Test End" Zombie spawn. "Test Started. Time: 283.563" "Check Test Started" "dayzPlayerLogin Nil check: true." "freshSpawn Nil check: true." "PVDZE_plr_LoginRecord Nil check: true." "Check Test End" "DayzPlayerLoginTime: [] Time:283.982" "FreshSpawn: 0 Time: 284.123" "Time Diff: 0.140991" "PlayerLoginRecord: ["XXXXX","171",0] Time:288.343" "Time Diff: 4.22" "FreshSpawn check after PVDZE." "FreshSpawn: 1 Time: 288.343" "Test End" P.S - DayzPlayerLoginTime should actually say dayzPlayerLogin. Typed it in a hurry. Couldn't give a damn to fix it. korwin 1 Link to comment Share on other sites More sharing options...
Question
Sandbird
I tried to do something in my init.sqf to check freshSpawned players with this:
but i get this error.
I thought the freshSpawn variable was introduced in 1.3.0....Is it taken out in 1.3.0.1 ?
Cause i see it in the player_monitor.fsm and i am not overwriting those file paths
-Thanks
ps: I DO NOT want to use if (dayzPlayerLogin2 select 2) then ...
That s****t is bugged....it doesnt always return the 3rd parameter (should return false...but its just empty) causing tons of problems.
EDIT: I see that freshSpawn is still there...but yea just not working. The variable does not load in init.sqf
Did anyone try this before release ?.....
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