Synide – User talk
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.
LOD Stuff
A typical 'character' model has approx. 16 LOD's.
10000 is the 'Stencil Shadow' LOD.
- What is LOD 10010?
What is the 11000 LOD, seems to have approx. 1/3 of the Poly's of a 'Stencil Shadow' LOD.
What is LOD 11010?
Animation Stuff
- OFP2_ManSkeleton (has 75 Bones)
- neck
- neck1
- head
- lbrow
- mbrow
- rbrow
- lmouth
- mmouth
- rmouth
- eyelids (10)
- llip
- head
- neck1
- 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)
- neck
M1A1Skeleton (has 81 Bones)
- koll1
- koll2
- koll3
- koll4
- koll5
- koll6
- koll7
- koll8
- kolp1
- kolp2 (10)
- kolp3
- kolp4
- kolp5
- kolp6
- kolp7
- kolp8
- podkolol1
- kolol1
- podkolol1_hide
- podkolol2 (20)
- kolol2
- podkolol2_hide
- podkolol3
- kolol3
- podkolol3_hide
- podkolol4
- kolol4
- podkolol4_hide
- podkolol5
- kolol5 (30)
- podkolol5_hide
- podkolol6
- kolol6
- podkolol6_hide
- podkolol7
- kolol7
- podkolol7_hide
- podkolol8
- kolol8
- podkolol8_hide (40)
- podkolop1
- kolop1
- podkolop1_hide
- podkolop2
- kolop2
- podkolop2_hide
- podkolop3
- kolop3
- podkolop3_hide
- podkolop4 (50)
- kolop4
- podkolop4_hide
- podkolop5
- kolop5
- podkolop5_hide
- podkolop6
- kolop6
- podkolop6_hide
- podkolop7
- kolop7 (60)
- podkolop7_hide
- podkolop8
- kolop8
- podkolop8_hide
- ukaz_rychlo
- ukaz_rychlo2
- ukaz_rpm
- ukaz_radar
- hodinova
- minutova (70)
- kompas
- ukazsmer
- damagehide
- otocvez
- otochlaven
- otocvelitele
- otochlavenvelitele
- poklop_commander
- poklop_gunner
- damagevez (80)
- poklop_driver