Stored the faction as a variable in the player once they are "in game".
in initplayerlocal.ini:
params[ "_player" ];
//Draw player side icons
[] spawn NUP_fnc_playerMarkers;
waitUntil {getClientStateNumber > 7};
player setVariable ["playerFaction", faction player];
in fn_playerMarkers:
if (isServer) then
{
waitUntil { !isNull findDisplay 12 };
((findDisplay 12) displayCtrl 51) ctrlAddEventHandler ["Draw",
{
private ["_color", "_playerFaction"];
diag_log format ["step 1 faction player: %1",_playerFaction];
_playerFaction = player getVariable "playerFaction";
switch (_playerFaction) do
{
case "BLU_F":
{
_color = [0, 0.3, 0.6, 1]; // Blue color for BLUFOR
};
case "OPF_F":
{
_color = [0.5, 0, 0, 1]; // Red color for OPFOR
};
case "IND_F":
{
_color = [0, 0.5, 0, 1]; // Green color for Independent
};
default
{
_color = [0.4, 0, 0.5, 1]; // Purple color for Civilian
};
};
iv got a repro ready , where can i show i send it to you?
https://www.mediafire.com/file/lw4e50iopx1ktbx/mission.sqm/file
ok there it is,simple scenario example with markers to illustrate and while yes,point one isnt reproducable,it is happening at times. Point 2 however is as shown in example,100% reproducable and a fall from 100-150 meters causes no catastrophic destruction of helo. Just to clarify,incase theres misunderstanding,as you say "helo is done for"...im talking about the vehicle exploding as is vanilla behaviour,done for = underwater. but it isnt showing same behaviour as vanilla and it maybe related to point one? unlikely but check out the repro anyway if you like.
also about point one,i was refering to AI landing,iv not yet noticed anything odd about damage if i land it,it lands fine even on a roll with gear down.
17-4-2024 EXE rev. 151725 (game)
EXE rev. 151725 (Launcher)
Size: ~81 MB
DATA
Fixed: Typo in respawnLinkedItems of the FIA Autorifleman - FT-T178528
Fixed: Hole in the bottom part of the MRD scope mesh
ENGINE
Tweaked: isADS animation source now uses an .index suffix - FT-T175562
Fixed: HashMapObject lost its object properties (methods and special functions) when transferred over network
Fixed: Some Eden Editor script commands had a wrong return type reported in their command info
Fixed: clear3DENAttribute always returned false and its command info return type was also wrong