Pikey Posted March 21, 2020 Posted March 21, 2020 Previously you could load scripting at mission start and whilst a lot of it would initialise, at least Event handlers wouldnt fire until the mission began to run. Now, with specific relation to birth events and single player, you can initiate an event handler for the player birth and it is picked up immediatley. The point of this advantage is in this scenario: For those that create player created menus and test or play in single player (that includes administrators and writers of multiplayer servers) you can now avoid the dreaded, "Press Escape twice to start" to get menus for players. You do this by having the relevant event handler and menu call script in a trigger from MISSION START. Some people already did this, but didnt understand why the script didnt completely run and they had to still press escape twice in order to get player menus generated. Others, specifically server admins often started their scripts in strict order because of reasons of order and initialisation so they wont have seen this change. TLDR; put your scripts into mission start and you will now have player menus built first time, rather than having to swap slots or do the Esc twice trick. Super handy, great change/fix by ED. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
funkyfranky Posted March 21, 2020 Posted March 21, 2020 Very welcomed change. Caught me by surprise when I forgot to "hit ESC twice" and still got all my menus ;) Thanks, ED! A warrior's mission is to foster the success of others. i9-12900K | RTX 4090 | 128 GB Ram 3200 MHz DDR-4 | Quest 3 RAT - On the Range - Rescue Helo - Recovery Tanker - Warehouse - Airboss
Maverick87Shaka Posted March 22, 2020 Posted March 22, 2020 Previously you could load scripting at mission start and whilst a lot of it would initialise, at least Event handlers wouldnt fire until the mission began to run. Now, with specific relation to birth events and single player, you can initiate an event handler for the player birth and it is picked up immediatley. The point of this advantage is in this scenario: For those that create player created menus and test or play in single player (that includes administrators and writers of multiplayer servers) you can now avoid the dreaded, "Press Escape twice to start" to get menus for players. You do this by having the relevant event handler and menu call script in a trigger from MISSION START. Some people already did this, but didnt understand why the script didnt completely run and they had to still press escape twice in order to get player menus generated. Others, specifically server admins often started their scripts in strict order because of reasons of order and initialisation so they wont have seen this change. TLDR; put your scripts into mission start and you will now have player menus built first time, rather than having to swap slots or do the Esc twice trick. Super handy, great change/fix by ED. Not sure if it's apply only on menu item build with moose, or should be a general FIX for every script generated menu item, but today it's happen to me again that i have to do the ESC trick to shown CTLD menu. With latest OB 2.5.6.45317 FlighRIG => CPU: RyZen 5900x | RAM: 64GB Corsair 3000Mhz | GPU: nVIDIA RTX 4090 FE | OS Storage: SSD NVMe Samsung 850 Pro 512GB, DCS Storage: SSD NVMe Sabrent 1TB | Device: Multipurpose-UFC, VirPil T-50, TM WARTHOG Throttle, TrackHat, MFD Cougar with screen. Our Servers => [ITA] Banshee | Krasnodar - PvE | PersianConquest PvE Live Map&Stats | Syria Liberation PvE Conquest Support us on twitch subscribing with amazon prime account linked, it's free!
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