Event Scripts

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(Redirected from onPlayerRespawn.sqf)
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Default Scripts Location
Game Path
Logo A0.png1.00 DTA/scripts.pbo
Logo A1 black.png1.00 Ca.pbo/data/scripts
Logo A2.png1.00
A2 OA Logo.png1.50
Arma 3 logo black.png1.00 functions_f.pbo/scripts
tkoh logo small.png1.00 data_h.pbo/data/scripts

Event Scripts are scripts that are executed upon specific events. Not all event scripts are executed directly by the engine.

To use an Event Script, create a file of the given name in the mission directory.

init* scripts (on)Player* scripts Other Scripts


Available Scripts

File Present in Details
Logo A0.png1.00 ofpr version.gif1.75 Logo A1 black.png1.00 Logo A2.png1.00 A2 OA Logo.png1.50 Arma 3 logo black.png1.00 tkoh logo small.png1.00 Can suspend

exit.sqf

Executed when mission is finished (before debriefing screen). In Arma 3, see also "Ended" and "MPEnded" Mission Event Handlers.

params ["_endType"];

Checked Checked Checked Checked Checked

exit.sqs

Executed when mission is finished (before debriefing screen). In Arma 3, see also "Ended" and "MPEnded" Mission Event Handlers.

params ["_endType"];

Checked Checked Checked Checked Checked Checked

init.sqf

Executed when mission is started (before briefing screen).

Checked Checked Checked Checked Checked Checked

init.sqs

Executed when mission is started (before briefing screen).

Checked Checked Checked Checked Checked Checked Checked

init3DEN.sqf

Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality.

Checked Unchecked

initIntro.sqf

Executed when intro, outro win or outro lose is started.

Arma 3
Functional in Arma 3 only for intro.
Checked Checked Checked Checked Checked Checked

initIntro.sqs

Executed when intro, outro win or outro lose is started.

Arma 3
Functional in Arma 3 only for intro.
Checked Checked Checked Checked Checked Checked

initJIPcompatible.sqf

Executed locally by Arma 2: Multiplayer Framework when a player joins mission (includes both mission start and JIP). Also executed locally on server at mission start.

Checked Checked

initPlayerLocal.sqf

Executed locally when player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.

params ["_player", "_didJIP"];

Checked Checked

initPlayerServer.sqf

Executed only on server when a player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.
This script relies on BIS_fnc_execVM and remoteExec. If CfgRemoteExec's class Functions is set to mode = 0 or 1, the script will never be executed. Therefore, initPlayerServer.sqf should be avoided - use this method instead.

params ["_playerUnit", "_didJIP"];

Checked Checked

initServer.sqf

Executed only on server when mission is started. See Initialisation Order for details about when exactly the script is executed.

Checked Checked

missionFlow.fsm

Executed on post-init when mission is started. See BIS_fnc_missionFlow.

Checked

onFlare.sqs

Executed when a flare is lit after being fired from grenade launcher.

params ["_colorRGB", "_shooter", "_projectile", "_instigator"];

Checked Checked Checked Checked Checked Checked

onPlayerKilled.sqf

Executed when player is killed in singleplayer or in multiplayer mission.

params ["_oldUnit", "_killer", "_respawn", "_respawnDelay"];

Checked Checked

onPlayerKilled.sqs

Executed when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type.

params ["_player", "_killer"];

Checked Checked Checked Checked Checked Unchecked Checked

onPlayerRespawn.sqf

Executed locally when player respawns in a multiplayer mission. This event script will also fire at the beginning of a mission if respawnOnStart is 0 or 1, oldUnit will be objNull in this instance. This script will not fire at mission start if respawnOnStart equals -1.

params ["_newUnit", "_oldUnit", "_respawn", "_respawnDelay"];

Checked Checked

onPlayerRespawn.sqs

Executed when player is killed in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta\scripts\onPlayerRespawn.sqs does not exist.

params ["_player", "_killer", "_respawnDelay"];

Checked

onPlayerRespawnAsSeagull.sqs

Executed when player is killed in multiplayer mission with "SEAGULL" respawn type, or when the type is "GROUP" or "SIDE", but no remaining respawn slots are left. This script will replace the default respawn sequence.

Arma 3
onPlayerRespawnAsSeagull.sqs was renamed to playerRespawnSeagullScript.sqs in Arma 3.

params ["_player", "_killer", "_seagull"];

Checked Checked Checked Checked Checked Unchecked Checked

onPlayerRespawnOtherUnit.sqs

Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence.

Arma 3
onPlayerRespawnOtherUnit.sqs was renamed to playerRespawnOtherUnit.sqs in Arma 3.

params ["_player", "_killer", "_newUnit"];

Checked Checked Checked Checked Checked Unchecked Checked

onPlayerResurrect.sqs

Executed when player is respawned in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta\scripts\onPlayerResurrect.sqs does not exist.

Arma 3
onPlayerResurrect.sqs was renamed to playerResurrectScript.sqs in Arma 3.

params ["_player"];

Checked Unchecked

pauseOnLoad.sqf

Executed when pause menu is activated.

To make it work in MP or Arma 3, use onPauseScript = "pauseOnLoad.sqf"; in Description.ext.

params ["_pauseMenuDisplay"];

Checked Checked Checked Checked

playerKilledScript.sqs

Executed locally when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type. Overrides default behavior of mission death screen in single player. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.

params ["_player", "_killer"];

Unknown Unknown Unknown Unknown Unknown Checked Unknown

playerRespawnScript.sqs

Executed locally and immediately when player is killed in multiplayer mission with "BASE" or "INSTANT" respawn type. Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.

params ["_player", "_killer", "_respawnDelay"];

Unknown Unknown Unknown Unknown Unknown Checked Unknown

playerRespawnSeagullScript.sqs

Executed when player is killed in multiplayer mission with "SEAGULL" respawn type, or when the type is "GROUP" or "SIDE", but no remaining respawn slots are left. This script will replace the default respawn sequence.

Arma 3
onPlayerRespawnAsSeagull.sqs was renamed to playerRespawnSeagullScript.sqs in Arma 3.

params ["_player", "_killer", "_seagull"];

Unchecked Unchecked Unchecked Unchecked Unchecked Checked Unchecked

playerRespawnOtherUnit.sqs

Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence.

Arma 3
onPlayerRespawnOtherUnit.sqs was renamed to playerRespawnOtherUnit.sqs in Arma 3.

params ["_player", "_killer", "_newUnit"];

Unchecked Unchecked Unchecked Unchecked Unchecked Checked Unchecked

playerResurrectScript.sqs

Executed when player is respawned in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta\scripts\onPlayerResurrect.sqs does not exist.

Arma 3
onPlayerResurrect.sqs was renamed to playerResurrectScript.sqs in Arma 3.

params ["_player"];

Unchecked Unchecked Unchecked Unchecked Unchecked Checked Unchecked


teamSwitchScript.sqs

Executed after a Team Switch is done. Not triggered by selectPlayer.

params ["_oldUnit", "_newUnit"];

Unchecked Checked