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Face A2 Face101.jpg
Face A2 Face102.jpg
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Face A2 Face106.jpg
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含有损坏文件链接的页面
Eden Editor: Introduction
Eden Editor: Switching from 2D Editor
Eden Editor: Menu Bar
Eden Editor: Asset Browser
Eden Editor: Toolbar
Eden Editor: Status Bar
Eden Editor: Entity Attributes
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== Order of Initialization == * Units ** Units initialize in order of the mission.sqm. So it depends on which unit comes first in the mission.sqm, you can open it with a text editor to review * Scripts ** Server & Players (NOT JIP) *** While moving to Briefing **** Unit Init EH runs **** Unit Init line from editor runs **** After all units are initialized, init.sqf runs *** After Briefing *** if [[onPlayerConnected]] was setup in e.g. init.sqf, it will now process all the players connected in order of connected **** [[onPlayerConnected]] will process new players after they are connected to their player body. So JIP player connects, world initializes, he gets control of his character, now the onPlayerConnected fires on the server. ** JIP Players *** Same as above, but there's no Briefing this time. init.sqf seems to run after the player gets control of his character ** Init.sqf *** The init.sqf runs at the Briefing of the mission, as soon as the machine is ready to move into the Briefing. Or as JIP player after the initialization. So server/clients will not run them at the same time most of the time. *** You can halt the processing of init.sqf during Briefing by adding a [[sleep]] or [[waitUntil]] (some condition, e.g: time > 0). This will wait until at least after the Briefing. *** To my knowledge, there is no way to halt the game at the briefing until all (spawned) init scripts have run and are finished **** You could however use a [[titleCut]] to blackIn and blackOut while your scripts are finishing initialization **** Missions could use [[startLoadingScreen]] and [[endLoadingScreen]] **** Code *called* from init eventhandlers (config or mission editor init fields) will finish before initialization
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