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翻訳の問題を報告
Again, thankyou!
There are no script ways to actually solve, or sidestep entirely, the switch player command's underlying issues that frankly not even Bohemia Interactive Studios could feasibly fix without significant work. The only solution is to script into antistasi the use of the custom handler "OPAEX_EventHandler_SwapPlayerUnit" to swap the player and all references to the player in all relevant antistasi scripts, which is definitely not a small task,
[
missionNamespace,
"OPAEX_EventHandler_SwapPlayerUnit",
{
params[];
hint format["%1 swapped to %2", _previousUnit, _newUnit];
//Your actual code to fix the antistasi issues goes here.
}
] call BIS_fnc_addScriptedEventHandler;
This can get you started with it. You'll need to copy-paste variables and event handlers from the old unit to the new unit. Handlers are the most troubling part as there exists no way to fetch the engine-level handlers on a unit.
The issue is that most people don't design their missions and code to handle the usage of the selectPlayer command. Until Bohemia allows entities to swap skeletons without swapping units, or they provide extra engine-side functionality to the selectPlayer command, this sort of problem will be found in any and all script-heavy mods and missions.