What is the purpose of having this file in MP missions:
initJIPCompatible.sqf
Its empty, so surely it must trigger a function?
It sounds fairly obvious from the name but whats its exact doing?
What is the purpose of having this file in MP missions:
initJIPCompatible.sqf
Its empty, so surely it must trigger a function?
It sounds fairly obvious from the name but whats its exact doing?
In this file you can also write your briefing etc
What's the difference between the init.sqf and the initJIPCompatible.sqf? Do I only need one of them and what makes the JIP one so special?
Does initJIP also start automatically, like a regular init?
OFPEC | Intel Depot
Find the answers to all your editing related questions at OFPEC - The Editing Center.
Well, judging by its name, initJIPCompatable.sqf will execute when new players join the mission in progress, where init.sqf will only execute on mission start. This is only a guess though.
initJIPcompatible.sqf gets called from the MP mission framework (scripts in modules MP directory).
A script waits until the player object is initialized and execs initJIPcompatible.sqf on clients (all clients, even those that were allready there at mission start as it is basically the same)
Has nothing todo with init.sqf.
Xeno
If I understand you correctly: initJIPcompatible.sqf will run automatically everytime a new player connects to an ongoing MP game? It will run on all clients, not just the JIP-player.
Is this verified, or are you merely guessing? Do I need to place a module in the mission to make initJIPcompatible.sqf work? If so: wich one?
Sounds like a very, very handy script to broadcast variables and make sure the new player is properly synced![]()
INKO Simple Firing Script (Mission script)
INKO Disposable A2CO v1.3 and INKO Disposable A3 v1.1 (Addons)
Correct. But it only gets executed once on a client machine after the client connected (scripts run allways local).
Err, I can read scriptsand have some experience regarding JIP
Though to be honest I'm not using it as I had mixed results with it. Sometimes it didn't get started, specially when the mission has a lot of playable slots, for example 50 (might not be a problem of the MP framework but rather an A2 problem).
I'm using another "safe" method by placing a trigger with condition
local player
in the editor and start client scripts from there. It will allways trigger on clients as player is only local in the current client instance.
Xeno
Last edited by Xeno; Aug 7 2009 at 13:10.