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MISSION START execution has now changed (for the better)


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Posted

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.

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Posted
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

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