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Fix init order problem
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f8b8d7dd16
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@ -7,7 +7,7 @@ class CfgPatches {
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requiredVersion = REQUIRED_VERSION;
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requiredAddons[] = {"ace_interaction"};
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author[] = {"PabstMirror"};
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authorUrl = "https://github.com/PabstMirror/";
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authorUrl = "https://github.com/acemod/ACE3";
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VERSION_CONFIG;
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};
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};
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@ -1,6 +1,7 @@
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/*
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* Author: PabstMirror
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* Function for sync module. Assigns keys for all synced vehicles to any players that are synced.
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* For every lockable vehicle, sets the starting lock state to a sane value.
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* Only run if the InitModule is placed.
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*
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* Arguments:
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* 0: Vehicle <OBJECT>
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@ -18,9 +19,10 @@
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PARAMS_1(_vehicle);
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if (!isServer) exitWith {};
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if (GVAR(VehicleStartingLockState) == -1) exitWith {};
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[{
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//If the module wasn't placed, just exit (needs to be in wait because objectInitEH is before moduleInit)
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if (GVAR(VehicleStartingLockState) == -1) exitWith {};
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private ["_lock"];
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PARAMS_1(_vehicle);
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if ((_vehicle isKindOf "Car") || {_vehicle isKindOf "Tank"} || {_vehicle isKindOf "Helicopter"}) then {
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@ -36,4 +38,4 @@ if (GVAR(VehicleStartingLockState) == -1) exitWith {};
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};
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};
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//Delay call until mission start (so everyone has the eventHandler's installed)
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}, [_vehicle], 0.25, 0.25] call EFUNC(common,waitAndExecute);
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}, [_vehicle], 0.25, 0.25] call EFUNC(common,waitAndExecute);
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