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SQF from postInit continues to run when joining multiplayer server with new game and then backing out of briefing screen.
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Description

Code continues to run and all objects initialized in the game appear to be still active (for example checking if something is alive remains true all the way back through the mission select screen).

This does NOT occur when you enter the game and then leave.

Details

Legacy ID
1685324628
Severity
None
Resolution
Open
Reproducibility
Always
Category
Multiplayer
Steps To Reproduce

Run code in post-init that loops and spits text to RPT. Enter new multiplayer server, select mission, wait to briefing screen, then cancel and return to slot screen. Code is still being written to RPT.

Additional Information

Does init occur after briefing? In A2 post-init and init occured both after briefing I believe.

Event Timeline

Nou edited Steps To Reproduce. (Show Details)Feb 20 2014, 11:26 PM
Nou edited Additional Information. (Show Details)
Nou set Category to Multiplayer.
Nou set Reproducibility to Always.
Nou set Severity to None.
Nou set Resolution to Open.
Nou set Legacy ID to 1685324628.May 7 2016, 6:00 PM
Nou added a subscriber: Nou.May 7 2016, 6:00 PM
Nou added a comment.Feb 25 2014, 8:35 PM

This actually occurs on JIP as well.

post init where, server, client?

Nou added a comment.Feb 26 2014, 4:04 AM

Client.

This is a really frustrating bug. I have had to add quite a lot of code to suppress errors that shouldn't be occurring because SQF is executing in some strange context.

If I start a while true loop directly in postInit environment (you can it is scheduled) I cannot enter the game because postinit needs to finish and it never does. If I spawn a while true loop from postInit environment, it ends when I drop to lobby.

Have you got repro?

Also if you are using while {true} do {....sleep x} construct try

while {getClientState != "NONE"} do {....sleep x} instead