Synide – User talk

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//init.sqf
//init.sqf
debug=false;
debug=false;
common      = compile preprocessfile "scripts\common\init.sqf";
mp_server    = compile preprocessfile "scripts\mp_server\init.sqf";
sp_server    = compile preprocessfile "scripts\sp_server\init.sqf";
mp_client    = compile preprocessfile "scripts\mp_client\init.sqf";
jip_client  = compile preprocessfile "scripts\jip_client\init.sqf";


if (isServer) then
if (isServer) then
{
{
  Context = "SP_SERVER";
  if (isnull player) then {Context = "mp_server";}else{Context = "sp_server";};
  if (isnull player) then {Context = "MP_SERVER";};
}else{
}
  if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";};
else
{
  Context = "MP_CLIENT";
  if (isnull player) then {Context = "JIP_CLIENT";};
};
};


call common;
call compile preprocessFileLineNumbers "scripts\common\init.sqf";
 
call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context];
switch (Context) do
{
    case "MP_SERVER": {call mp_server;};
   
    case "SP_SERVER": {call sp_server;};
   
    case "MP_CLIENT": {call mp_client;};
 
    case "JIP_CLIENT": {call jip_client;};
};


processInitCommands;
processInitCommands;
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*If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
*If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
*If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.
*If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.
----
Animation Stuff...
*'''OFP2_ManSkeleton''' (has 75 Bones)
**neck
***neck1
****head
*****lbrow
*****mbrow
*****rbrow
*****lmouth
*****mmouth
*****rmouth
*****eyelids (10)
*****llip
**weapon
**launcher
**camera
**spine
**spine1
**spine2
**spine3
**pelvis
**leftshoulder (20)
**leftarm
**leftarmroll
**leftforearm
**leftforearmroll
**lefthand
**lefthandring
**lefthandring1
**lefthandring2
**lefthandring3
**lefthandpinky1 (30)
**lefthandpinky2
**lefthandpinky3
**lefthandmiddle1
**lefthandmiddle2
**lefthandmiddle3
**lefthandindex1
**lefthandindex2
**lefthandindex3
**lefthandthumb1
**lefthandthumb2 (40)
**lefthandthumb3
**rightshoulder
**rightarm
**rightarmroll
**rightforearm
**rightforearmroll
**righthand
**righthandring
**righthandring1
**righthandring2 (50)
**righthandring3
**righthandpinky1
**righthandpinky2
**righthandpinky3
**righthandmiddle1
**righthandmiddle2
**righthandmiddle3
**righthandindex1
**righthandindex2
**righthandindex3 (60)
**righthandthumb1
**righthandthumb2
**righthandthumb3
**leftupleg
**leftuplegroll
**leftleg
**leftlegroll
**leftfoot
**lefttoebase
**rightupleg (70)
**rightuplegroll
**rightleg
**rightlegroll
**rightfoot
**righttoebase (75)

Revision as of 14:04, 29 June 2007

The following is temporary...


This is my init.sqf file I use in all my missions. It correctly identifies in what context the init.sqf file is being run.

/* Synide 11/6/2007 v1.0 Things to note... If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn. If you are an 'MP_CLIENT' then you 'disconnect' from a continuing mission and select a new playable character or the same playable character you will become a 'JIP_CLIENT'. If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends. */ //init.sqf debug=false; if (isServer) then { if (isnull player) then {Context = "mp_server";}else{Context = "sp_server";}; }else{ if (isnull player) then {Context = "jip_client";}else{Context = "mp_client";}; }; call compile preprocessFileLineNumbers "scripts\common\init.sqf"; call compile preprocessFileLineNumbers format["scripts\%1\init.sqf",Context]; processInitCommands; finishMissionInit;

Things to note about the above for MP only.

  • If you are there at mission launch from that point on your 'Context' will always be 'MP_CLIENT' and will stay as such even when you respawn.
  • If you are an 'MP_CLIENT' then you 'disconnect' from the continuing mission and select a new playable character you will become a 'JIP_CLIENT'.
  • If you join an inprogress mission you will be a 'JIP_CLIENT' from that point till the mission ends.

Animation Stuff...

  • OFP2_ManSkeleton (has 75 Bones)
    • neck
      • neck1
        • head
          • lbrow
          • mbrow
          • rbrow
          • lmouth
          • mmouth
          • rmouth
          • eyelids (10)
          • llip
    • weapon
    • launcher
    • camera
    • spine
    • spine1
    • spine2
    • spine3
    • pelvis
    • leftshoulder (20)
    • leftarm
    • leftarmroll
    • leftforearm
    • leftforearmroll
    • lefthand
    • lefthandring
    • lefthandring1
    • lefthandring2
    • lefthandring3
    • lefthandpinky1 (30)
    • lefthandpinky2
    • lefthandpinky3
    • lefthandmiddle1
    • lefthandmiddle2
    • lefthandmiddle3
    • lefthandindex1
    • lefthandindex2
    • lefthandindex3
    • lefthandthumb1
    • lefthandthumb2 (40)
    • lefthandthumb3
    • rightshoulder
    • rightarm
    • rightarmroll
    • rightforearm
    • rightforearmroll
    • righthand
    • righthandring
    • righthandring1
    • righthandring2 (50)
    • righthandring3
    • righthandpinky1
    • righthandpinky2
    • righthandpinky3
    • righthandmiddle1
    • righthandmiddle2
    • righthandmiddle3
    • righthandindex1
    • righthandindex2
    • righthandindex3 (60)
    • righthandthumb1
    • righthandthumb2
    • righthandthumb3
    • leftupleg
    • leftuplegroll
    • leftleg
    • leftlegroll
    • leftfoot
    • lefttoebase
    • rightupleg (70)
    • rightuplegroll
    • rightleg
    • rightlegroll
    • rightfoot
    • righttoebase (75)