I'm making a large mission with two randomised objectives and a randomised convoy, but having trouble showing these objectives in the initial briefing.
THe scripts defining the objectives:
Init.sqs
; HIDE ALL OBJECTIVES
"1" ObjStatus "HIDDEN"
"2" ObjStatus "HIDDEN"
"3" ObjStatus "HIDDEN"
"4" ObjStatus "HIDDEN"
"5" ObjStatus "HIDDEN"
;"6" ObjStatus "HIDDEN"
"7" ObjStatus "HIDDEN"
"8" ObjStatus "HIDDEN"
"9" Objstatus "HIDDEN"
"10" ObjStatus "HIDDEN"
[] exec "showObjects.sqs"
? !(local server): exit
; DEFINE OBJECTIVE VARIABLES
; These Variables will tell the triggers which objectives are activr
xs_conv1 = false
xs_conv2 = false
object1A = false
object1B = false
object1C = false
object1D = false
object1D = false
takeGravette = false
takeLeMoule = false
takeRegina = false
takeStPierre = false
_nomin_random = random 1
? _nomin_random <= 0.5: {deleteVehicle _x} forEach units nomin_convoy1; deletevehicle nomin_convoyTruck1; deleteVehicle conTone; deletevehicle conRone; deletevehicle conAone; deleteVehicle conBone; xs_conv2 = true
? _nomin_random > 0.5: {deleteVehicle _x} forEach units nomin_convoy2; ; deletevehicle nomin_convoyTruck2; deleteVehicle conTtwo; deleteVehicle conRtwo; deleteVehicle conAtwo; deleteVehicle conBtwo; xs_conv1 = true
_ob1_random = random 5
_ob1_num = _ob1_random - (_ob1_random mod 1)
;hint format ["objective: %1",_ob1_num]
? _ob1_num == 0 : goto "obj1_A"
? _ob1_num == 1 : goto "obj1_B"
? _ob1_num == 2 : goto "obj1_C"
? _ob1_num == 3 : goto "obj1_D"
? _ob1_num == 4 : goto "obj1_E"
; OBJECTIVE 1A KILL OFFICER
#obj1_A
xs_ob1 = "1"
{deleteVehicle _x} forEach units xs_spets
{deleteVehicle _x} forEach units xs_transHelo
deleteVehicle tranMI
object1A = true
;hint "killofficer"
goto "objective3"
; OBJECTIVE 1B KILL SPETSNAS GROUP
#obj1_B
xs_ob1 = "3"
{deleteVehicle _x} forEach units xs_officer
deleteVehicle xs_offCar
{deleteVehicle _x} forEach units xs_transHelo
deleteVehicle tranMI
object1B = true
;hint "kill spets"
goto "objective3"
; OBJECTIVE 1C KILL Mi17 HELO
#obj1_C
xs_ob1 = "2"
{deleteVehicle _x} forEach units xs_spets
{deleteVehicle _x} forEach units xs_officer
deleteVehicle xs_offCar
object1C = true
;hint "kill helo"
goto "objective3"
; OBJECTIVE 1D KILL PROVINS FUEL STATION
#obj1_D
xs_ob1 = "4"
{deleteVehicle _x} forEach units xs_spets
{deleteVehicle _x} forEach units xs_officer
deleteVehicle xs_offcar
{deleteVehicle _x} forEach units xs_transHelo
deleteVehicle tranMI
object1D = true
;hint "kill provins fuel station"
goto"objective3"
; OBJECTIVE 1E KILL TYRONE FUEL STATION
#obj1_E
xs_ob1 = "5"
{deleteVehicle _x} forEach units xs_spets
{deleteVehicle _x} forEach units xs_officer
deleteVehicle xs_offcar
{deleteVehicle _x} forEach units xs_transHelo
deleteVehicle tranMI
object1E = true
;hint "kill tyrone fuel station"
#OBJECTIVE3
_ob3_random = random 4
_ob3_num = _ob3_random - (_ob3_random mod 1)
? _ob3_num == 0 : takeGravette = true ; xs_ob3 = "8"
? _ob3_num == 1 : takeLeMoule = true ; xs_ob3 = "7"
? _ob3_num == 2 : takeRegina = true ; xs_ob3 = "9"
? _ob3_num == 3 : takeStPierre = true ;xs_ob3 = "10"
runObjects = true
exit
ShowObjects.sqs
@runObjects
xs_ob1 objStatus "ACTIVE"
xs_ob3 objStatus "ACTIVE"
All this works fine server side, but not on other comps. Is there any way to fix this so I can show objectives in the initial briefing, or will I have to show them later on?