06-03-2013, 06:34 AM
(This post was last modified: 06-03-2013, 06:37 AM by GG-Viktor Reznov.)
OK having a slight problem.
Solo - Briefing shows up
Computer hosted with more than 1 - Briefing shows up
Ded server solo - Briefing shows up
Ded server multiple - Briefing doesn't show up until "on the ground"
Strange thing is that when inside of the mission everything works fine but it is just the first task that I want everyone to see before the start of the mission doesn't show up.
This also happened with notes.
rpt doesnt give me any errors which makes me glad and mad at the same time.
Oddities. My newer missions notes were visible before leaving briefing. My older missions notes were not. I copy pasta'd and simply edited them.
I just dont see anything wrong with fhqtt. :'(
init
briefing.sqf
Solo - Briefing shows up
Computer hosted with more than 1 - Briefing shows up
Ded server solo - Briefing shows up
Ded server multiple - Briefing doesn't show up until "on the ground"
Strange thing is that when inside of the mission everything works fine but it is just the first task that I want everyone to see before the start of the mission doesn't show up.
This also happened with notes.
rpt doesnt give me any errors which makes me glad and mad at the same time.
Oddities. My newer missions notes were visible before leaving briefing. My older missions notes were not. I copy pasta'd and simply edited them.
I just dont see anything wrong with fhqtt. :'(
init
Code:
call compile preProcessFileLineNumbers "fhqtt.sqf";
execVM "briefing.sqf";
private ["_a","_b"];
GL4_Path = "GL4_System\";
[] spawn
{
waitUntil { !(isNil "GL4_Core") };
call compile preProcessFile "GL4_Settings\GL4_Core.sqf";
waitUntil { !(isNil "GL4_Global") };
call compile preProcessFile "GL4_Settings\GL4_Global.sqf";
waitUntil { !(isNil "GL4_Local") };
call compile preProcessFile "GL4_Settings\GL4_Local.sqf";
};
if (isServer) then
{
_a = allUnits;
{if ( { (isPlayer _x) } count (units _x) > 0) exitWith {_b = (vehicle _x) } } forEach _a;
[_b] execVM (GL4_Path+"GL4_System.sqf");
}
else
{
waitUntil { (player == player) };
if (player == player) then
{
_a = allUnits;
{if ( { (isPlayer _x) } count (units _x) > 0) exitWith {_b = (vehicle _x) } } forEach _a;
[_b] execVM (GL4_Path+"GL4_System.sqf");
};
};
[0.4, 1, 0.5, [-1, -1]] execVM "Scripts\DynamicWeatherEffects.sqf";
_light1 = "#lightpoint" createVehicleLocal (getMarkerPos "houselight1");
_light1 setpos[(getmarkerpos "houselight1" select 0), (getmarkerpos "houselight1" select 1),((getmarkerpos "houselight1" select 2) + 2.2)];
_light1 setLightColor [1,1,1];
_light1 setLightAmbient [1,0.5,1];
_light1 setLightBrightness 0.02;
////////////////////////CIVI LIMIT////////////////////////////////////
SHK_DeadCivilianCount = 0;
SHK_DeadCivilianLimit =Â 10;Â Â /// paramsarray select 2;
SHK_EndMission = false;
[] spawn {
 waituntil {SHK_EndMission};
 cuttext ["Too many civilians have been killed. This operation is a failure.","PLAIN",2];
 sleep 10;
 endmission "END5";
};
SHK_fnc_deadCivilians = {
 hintsilent format ["Civilians dead: %1",_this];
 if (_this >= SHK_DeadCivilianLimit) then {
  SHK_EndMission = true;
  publicvariable "SHK_EndMission";
 };
};
SHK_eh_killed = {
 private "_side";
 _side = side (_this select 1);
 if (_side == EAST) then {
  SHK_DeadCivilianCount = SHK_DeadCivilianCount + 1;
  publicvariable "SHK_DeadCivilianCount";
  if isdedicated then {
   if (_this >= SHK_DeadCivilianLimit) then {
    SHK_EndMission = true;
    publicvariable "SHK_EndMission";
   };
  } else {
   SHK_DeadCivilianCount call SHK_fnc_deadCivilians;
  };
 };
};
if isserver then {
 {
  if (side _x == Civilian && _x iskindof "Man") then {
   _x addEventHandler ["killed", SHK_eh_killed];
  };
 } foreach allunits;
} else {
 "SHK_DeadCivilianCount" addpublicvariableeventhandler { (_this select 1) call SHK_fnc_deadCivilians };
};
[] spawn {
 waituntil {!isnil "BIS_alice_mainscope"};
 waituntil {!isnil "bis_fnc_variablespaceadd"};
 [BIS_alice_mainscope,"ALICE_civilianinit",[{_this addEventHandler ["killed", SHK_eh_killed]}]] call bis_fnc_variablespaceadd;
};
waitUntil{!(isNil "BIS_fnc_init")};
sleep 3;
[rank player, name player] call BIS_fnc_infoText;
sleep 3;
["Purity Fallen"] call BIS_fnc_infoText;
sleep 3;
    ["Ghat District","Libya", str(date select 2) + "." + str(date select 1) + "." + str(date select 0)] call BIS_fnc_infoText;
briefing.sqf
Code:
/* Briefing
* The briefing can be defined by calling FHQ_TT_addBriefing.
* The array is built like this.
* The first element should be a filter (side, group, faction, or a piece of script). All units matching the
* filter will see the briefing
* This is followed by pairs of strings, a head line, and an actual text.
* Briefings are added in the order in which they appear for any unit that matches
* the last filter.
*/
[
East,
["Situation",
"Mostly calm, mostly..."],
["Mission",
"Special operations teams have confirmed the presence of one Youssouf Imiogot in the area of Daraz Gerg. UAV flyovers have confirmed his presence to be in one of the southern buildings. Youssouf Imiogot is one of the primary leaders of the Chadian rebels, removing him will effectively remove the rebels from this area."],
["Background",
"Russian support has increased the stability of the area, though the 23rd is having an extreme resistance to the west in the Aliabad region. There are rumours that once this area is secured the 18th will be tasked with reinforcing the 23rd."],
["Hostile forces",
"Chadian gangsters, Libyan vigilantes, and militia-men."],
["ROE + Call Signs",
"Civilian casualties are HEAVILY DISCOURAGED and can cause abandonment of mission. Infantry team = Purity Mi-24 Pilots= Krok HQ= Hammer FOB= Sickle HVT= Nail."],
["Allied forces and Support",
"1 UAV is available for recon duties at the Operational HQ. 1 Ammo and repair truck are available at FOB Sickle."],
["Weather",
"Sandstorm expected to fully engulf the area within the hour. Use flares to enhance visibility. Average 17km/h wind to NE but that changes wildly."],
["Credits",
"Mission by Viktor Reznov. Many thanks to the chaps at CiAHome.net and the chaps from bis forums. Version 1.0"]
 Â
] call FHQ_TT_addBriefing;
[
East,                             // Filter
  ["task1", // Task name
    "Vodnik is located outside of FOB Sickle.",    // Task text in briefing
    "Board Vodnik", // Task title in briefing
    "", // Waypoint text
    getmarkerpos "nick" // Optional: Position or object
// Optional: Initial state
    ]
] call FHQ_TT_addTasks;
If you lack the stomach to kill for your country, at least show me you are willing to die for it!