Spearhead 1944 Known Issues and Workarounds: Difference between revisions
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Unfortunately an unintentional class name change slipped into 1.0.1 hotfix - please excuse the mishap! | Unfortunately an unintentional class name change slipped into 1.0.1 hotfix - please excuse the mishap! | ||
{{Feature|informative|We will revert the class name change in the next update, but will retain these temporary test classes for backwards compatibility. | |||
In simple terms - no change from your end needed with the next update! | In simple terms - no change from your end needed with the next update!}} | ||
Simple solution: | Simple solution: | ||
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# Locate your mission folder | # Locate your mission folder | ||
# Make a backup of your mission (copy the folder to another location) | # '''Make a backup of your mission (copy the folder to another location)''' | ||
# Open the mission.sqm in a text editor - best with a good one like Notepad++ or similar | # Open the mission.sqm in a text editor - best with a good one like Notepad++ or similar | ||
# Search for below terms and replace them (one by one or mass replacement) | # Search for below terms and replace them (one by one or mass replacement) | ||
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== IFS module is not fully working == | == IFS module is not fully working == | ||
Add the following code in the init.sqf | Add the following code in the {{Link|Event Scripts#init.sqf|init.sqf}} | ||
<sqf> | <sqf> | ||
[] spawn | [] spawn | ||
{ | { | ||
// Wait for other initializations | // Wait for other initializations | ||
sleep 15; | sleep 15; | ||
// Fix for clients not initializing scripts | // Fix for clients not initializing scripts | ||
if (!isServer) then {[] call SPE_MissionUtilityFunctions_fnc_IFS_Init}; | if (!isServer) then {[] call SPE_MissionUtilityFunctions_fnc_IFS_Init}; | ||
// Fix for null variable on clients | // Fix for null variable on clients | ||
if (isServer) then {publicVariable "SPE_IFS_availableCalls"}; | if (isServer) then {publicVariable "SPE_IFS_availableCalls"}; | ||
// Fix for AI not utilizing supports | // Fix for AI not utilizing supports | ||
if (isServer) then | if (isServer) then | ||
{ | { | ||
if (isNil "SPE_IFS_AmountMultiplier") then | |||
{ | |||
SPE_IFS_AmountMultiplier = [[0.33,0.5,1],[0.33,0.5,1]]; | |||
}; | |||
publicVariable "SPE_IFS_AmountMultiplier"; | |||
}; | }; | ||
// Fix for player respawn | // Fix for player respawn | ||
if (hasInterface) then | if (hasInterface) then | ||
{ | { | ||
player addEventHandler ["Respawn",{_this spawn SPE_MissionUtilityFunctions_fnc_IFS_onPlayerRespawn}]; | |||
}; | }; | ||
}; | }; | ||
</sqf> | </sqf> | ||
[[Category: Spearhead 1944]] |
Revision as of 12:47, 5 August 2023
Known Issues and Workarounds
Vehicle class SPE_Module_Indirect_Fire_Support no longer exists
Unfortunately an unintentional class name change slipped into 1.0.1 hotfix - please excuse the mishap!
Simple solution:
- Load the mission in Eden
- Force load despite the missing class
- Place the module again and configure it as desired
Advanced solution:
- Locate your mission folder
- Make a backup of your mission (copy the folder to another location)
- Open the mission.sqm in a text editor - best with a good one like Notepad++ or similar
- Search for below terms and replace them (one by one or mass replacement)
SPE_Module_AI_Systems => SPE_Module_AI_Systems_Hotfix SPE_Module_Indirect_Fire_Support => SPE_Module_Indirect_Fire_Support_Hotfix
- Save the mission.sqm file
- Export your mission again/upload to workshop
Vehicle class SPE_Module_AI_Systems no longer exists
See one above.
IFS module is not fully working
Add the following code in the init.sqf
[] spawn
{
// Wait for other initializations
sleep 15;
// Fix for clients not initializing scripts
if (!isServer) then {[] call SPE_MissionUtilityFunctions_fnc_IFS_Init};
// Fix for null variable on clients
if (isServer) then {publicVariable "SPE_IFS_availableCalls"};
// Fix for AI not utilizing supports
if (isServer) then
{
if (isNil "SPE_IFS_AmountMultiplier") then
{
SPE_IFS_AmountMultiplier = [[0.33,0.5,1],[0.33,0.5,1]];
};
publicVariable "SPE_IFS_AmountMultiplier";
};
// Fix for player respawn
if (hasInterface) then
{
player addEventHandler ["Respawn",{_this spawn SPE_MissionUtilityFunctions_fnc_IFS_onPlayerRespawn}];
};
};