Init.sqs – Talk
An init.sqf file may be used instead of the init.sqs. Not sure if the article should be moved or just added to. --pyro05x 07:59, 7 February 2007 (CET)
- Add it, as the init.sqs is still working. :) --raedor 15:24, 7 February 2007 (CET)
 
And if there're both sqs&sqf what happens ? What is executed first ? --bdfy
- I don't know, test it :P --raedor 23:35, 7 February 2007 (CET)
 
Hmm, seems to execute for each player that joins, as oppose to once at the beginning of the mission... --BarmyArmy, 09:32, 14 April 2007
- Unless something has changed recently, it shouldn't. --Kronzky 17:17, 14 April 2007 (CEST)
- I also noticed that the init is executed for every player that joins. Probably it is the mission start for him. --T_D 14:36, 15 April 2007 (CEST)
 - I believe Suma was mistaken in what he wrote there. Executing init for JIP players is much better from a mission editing POV anyway. I sent him a message about it a while ago and he said he'd investigate but heard nothing back so hopefully the current behaviour is here to stay. --Salisan 19:25, 15 April 2007 (CEST)
 
 
JIP and INIT.SQS/F
_InitState="NONE";
	execVM "init_common.sqf";
	if ( local server ) then { 
		_InitState="SERVER";
		if ( isnull player ) then {
			_InitState="MP-SERVER";
		} else {
			_InitState="SP-SERVER+CLIENT/EDITOR";
			[] execVM "init_client.sqf";
		};
		[] execVM "init_server.sqf";
	} else {
		_InitState="CLIENT";
		if ( isnull player ) then { 
			// no server and no client - we must be JIP
			_InitState="JIP";
			[] execVM "init_jip.sqf";
		} else {
			_InitState="MP-CLIENT";
			[] execVM "init_client.sqf";
		};
	};
Apologies for everyone who posted replies to my orignal and factually incorrect post. init.sqf is run even for JIP clients, the above code currently correctly detects SP,MPClient,MPServer and JIP-Clients. BarmyArmy
- If I recall correctly, the init.sqs is never run on any other machine than the server. -- Manny 01:43, 7 May 2007 (CEST)
 
- Init.sqf/sqs runs on all machines during mission initialization. --Ceeeb 06:18, 7 May 2007 (CEST)
 
- My bad, sorry, I usually don't use init.sqs for client initialization :). You could however seperate the init.sqs into init.sqs (which only runs server related stuff, or stuff that should only on one machine and once, using the good old ?!local server:exit) and init_client.sqf for clients, which are run once by a trigger with condition alive player. Furthermore, push variables across the net again with publicVariable in an onPlayerConnected event handler, in case this is required.
 - I'll try to address issues like this in a seperate article about multiplayer locality somewhen this month. -- Manny 15:06, 7 May 2007 (CEST)
 
- I'm getting the opposite result (running beta 5143, dedicated server). A JIP player's client executes init.sqf?! --Ceeeb 08:29, 8 May 2007 (CEST)
 
- Finally, do we have a definite answer on this? Is init.sqs/sqf run on a client who connects after the game has started and has passed the mission briefing step? I can't test it atm :( --Whisper 14:37, 16 May 2007 (CEST)
 
- My tests said that the init.sqf is also executed for JIP Players. Didn't test the init.sqs but I doubt that there is a difference --T_D 15:29, 16 May 2007 (CEST)
 
- From my experience init.sqf is executed on JIP. You should use something like that to get scripts working as they should for JIP'ed players:
 
if (!isServer && player != player) then 
{
	waitUntil {player == player};
	player setVehicleInit format ["hint 'new player: %1'", player];
	processInitCommands;
};
- OK, init.sqf launched for eveyone. Great. (well, in fact absolutely NOT great, but nevermind...) Tested, the (player != player) trick doesn't work fine for me. So HOW, now, can I detect a JiP situation? With a JiP NOT triggering init.sqf, it would have been really easy, simply using a trigger with a "true" condition would do the trick, but now I'm stuck unable to differentiate JiP from non-JiP players... I don't see the improvement in having init.sqf running for everyone. --Whisper 18:03, 14 June 2007 (CEST)
 
This works for me it correctly identifies the context within which any of your scripts may run. --Sy 01:33, 15 June 2007 (CEST)
init.sqf - You then can test for context == 'blah' from any of your scripts. I prefer to have all scripts split into different folders depending on the 'context' rather than having a generic script that runs for any 'context' and decides which/where it is running at runtime.
I beleive it's better to decide at 'login' time what type of 'user' is interacting with this mission.
/*
        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;
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
{
  Context = "SP_SERVER";
  if (isnull player) then {Context = "MP_SERVER";};
}
else
{
  Context = "MP_CLIENT";
  if (isnull player) then {Context = "JIP_CLIENT";};
};
call common;
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;
finishMissionInit;
- That's great Sy... but could someone explain why we have JIP client (why the distinction?)? Why would a client that is joining after the mission starts have a null 'player'? And is it the same to use 'isnull player' and 'local player'? --Doolittle 19:32, 16 June 2007 (CEST)