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"Identity translation" exists in prototype form in Op Beer Battered. Get these scripts from that mission and incorporate them into this framework (observing structure mentioned in #2 ):
components\miscShared\fn_oimate.sqf
description.ext: class Extended_InitPost_EventHandlers.CAManBase.setBlimey.
The desc.ext class causes fn_oimate to run on every locality when a new unit spawns. This is required because the setSpeaker and setFace commands only run locally. Because of this, keep in mind in future issues that that configuration should also run on every locality.
The text was updated successfully, but these errors were encountered:
"Identity translation" exists in prototype form in Op Beer Battered. Get these scripts from that mission and incorporate them into this framework (observing structure mentioned in #2 ):
components\miscShared\fn_oimate.sqf
description.ext
: classExtended_InitPost_EventHandlers.CAManBase.setBlimey
.The desc.ext class causes
fn_oimate
to run on every locality when a new unit spawns. This is required because thesetSpeaker
andsetFace
commands only run locally. Because of this, keep in mind in future issues that that configuration should also run on every locality.The text was updated successfully, but these errors were encountered: