Closed Coryf88 closed 10 months ago
Having a task that depends on player state seems to act as if there are no players on mission start.
E.g. Players unconscious task: allPlayers findIf { _x getVariable ["ACE_isUnconscious", false] } == -1
allPlayers findIf { _x getVariable ["ACE_isUnconscious", false] } == -1
Use call BIS_fnc_listPlayers instead of allPlayers.
call BIS_fnc_listPlayers
allPlayers
allPlayers: The complete array of allPlayers may get delayed on mission start in multiplayer. Use BIS_fnc_listPlayers to obtain it earlier.
Having a task that depends on player state seems to act as if there are no players on mission start.
E.g. Players unconscious task:
allPlayers findIf { _x getVariable ["ACE_isUnconscious", false] } == -1