coolfact 10 Posted April 24, 2014 I have borrowed Marker and Melbo's nametag script and done some changes, which seems to work fine until someone respawn, then it won't show that persons nametag, any idea why? if (isDedicated) exitWith {}; //#define _debug true //UNCOMMENT TO RUN DEBUG, WILL SHOW TIME TAKEN AND ANY LOSS OF FRAMES #define _refresh 0.34 #define _distance 20 while{true}do{ #ifdef _debug _initTime = diag_tickTime; _frameNo = diag_frameNo; #endif _blank = " "; // PLAYER NAME CHECK AND DISPLAY _target = cursorTarget; if (_target isKindOf "Man" && player == vehicle player) then{ if((side _target == playerSide) && (player distance _target) < _distance)then{ _name = name _target; _nameString = "<t size='0.4' shadow='2' color='#7FFF00'>" + format['%1 %2',_target getVariable ['unitname', name _target]] + "</t>"; // PRINT THE NAME [_nameString,0,0.5,_refresh,0,0,0.3] spawn bis_fnc_dynamicText; }; }; // VEHICLE DISPLAY TARGETS if ((_target isKindOf "Car" || _target isKindOf "Motorcycle" || _target isKindOf "boat" || _target isKindOf "air" || _target isKindOf "Tank") && player == vehicle player) then{ if((side _target == playerSide) && (player distance _target) < _distance && ((count crew _target) > 0))then{ _driver = driver _target; _gunner = gunner _target; _commander = commander _target; // Main Driver / GUNNER / COMMANDER Check if (Alive _driver) then { _driver = name _driver; } else { _driver = "no driver"; }; if (Alive _gunner) then { _gunner = name _gunner; } else { _gunner = "no gunner"; }; if (Alive _commander) then { _commander = name _commander; } else { _commander = "no leader"; }; // PASSENGER/CARGO COUNT _freePassengerSpaces = _target emptyPositions "cargo"; _passengerSpaces = getNumber (configFile >> "CfgVehicles" >>(typeOf _target) >> "transportSoldier"); // SETTING UP THE NAME AND IMAGE FORMATION _driver = format ["%1 %2 < /><br/>",_blank, _driver]; _gunner = format ["%1 %2 < /><br/>",_blank,_gunner]; _commander = format ["%1 %2 < /><br/>",_blank,_commander]; _cargo = format ["%1 / %2 < /><br/>",_freePassengerSpaces, _passengerSpaces]; // PRINTING OUT ON SCREEN. TO MOVE POSITION, CHANGE THE X,Y CORODINATES AFTER _printname WITHIN THE DYNAMICTEXT _printname = format ["<t size='0.4' color='#7FFF00'>%2</t><t size='0.4' color='#7FFF00'>%3</t><t size='0.4' color='#7FFF00'>%6</t><t size='0.4' color='#7FFF00'>%4</t>"," ", _driver, _gunner, _cargo," ",_commander]; [_printname,0,0.5,_refresh,0,0,3] spawn bis_fnc_dynamicText; }; }; #ifdef _debug player sidechat format["time: %1, frames: %2",_initTime - diag_tickTime,_frameNo - diag_frameNo]; #endif sleep _refresh; }; And gets called in init.sqf [] execVM "core\Common\Nametag.sqf"; Share this post Link to post Share on other sites
marker 1 Posted April 24, 2014 Have you tried calling it from the players init? this = execVM "tags.sqf"; Or even an eventhandler? https://community.bistudio.com/wiki/addEventHandler Oh, and it's considered rude to remove the headers from scripts! :) Share this post Link to post Share on other sites
coolfact 10 Posted April 24, 2014 Oh, and it's considered rude to remove the headers from scripts! :) :D will remember that, had just added some stuff in my native language. Share this post Link to post Share on other sites
coolfact 10 Posted April 28, 2014 Have you tried calling it from the players init? this = execVM "tags.sqf"; Or even an eventhandler? https://community.bistudio.com/wiki/addEventHandler After some more testing I have found out that that when a person respawn there is a chance that other people can't see his nametag, however when the person who can't see the nametag pings zeus, it all work again :confused: is there a way to modify the script so you don't have to ping zeus? Share this post Link to post Share on other sites
coolfact 10 Posted May 1, 2014 Or even an eventhandler? https://community.bistudio.com/wiki/addEventHandler Does not seems to work, with eventhandlers, have following code in my init.sqf: [] execVM "core\Common\Nametag.sqf"; player addEventHandler ["Respawn", { _this execVM "core\Common\Nametag.sqf"; } ]; Seems like the script see the person who is respawned as dead, and won't show their nametag. any help is much appreciated. Share this post Link to post Share on other sites
coolfact 10 Posted May 20, 2014 Okay seems like respawnOnStart was the cause of trouble Share this post Link to post Share on other sites