Event Scripts: Difference between revisions

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{{Feature | Informative | Additional init scripts can be executed using functions with [[Functions Library (Arma 3)#Attributes|preInit or postInit]] attribute.}}
{{Feature | Informative | Additional init scripts can be executed using functions with [[Arma 3: Functions Library#Attributes|preInit or postInit]] attribute.}}





Revision as of 17:33, 4 August 2021


Event Scripts are scripts which 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
See Initialization Order to find out when the scripts are executed.

Available Scripts

File Present in
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

exit.sqf

Executed when mission is finished (before debriefing screen). In Arma 3, "ended" mission event handler has the same functionality.

params ["_endType"];
Checked Checked Checked Checked

exit.sqs

Executed when mission is finished (before debriefing screen). In Arma 3, "ended" mission event handler has the same functionality.

params ["_endType"];
Checked Checked Checked Checked Checked Checked

init.sqf

Executed when mission is started (before briefing screen)

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

initIntro.sqf

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

Checked Checked Checked

initIntro.sqs

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

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 Initialization Order for details about when exactly the script is executed.

params ["_player", "_didJIP"];
Checked

initPlayerServer.sqf

Executed only on server when a player joins mission (includes both mission start and JIP). See Initialization 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.

params ["_playerUnit", "_didJIP"];
Checked

initServer.sqf

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

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"];
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

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 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

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
playerRespawnSeagullScript.sqs in Arma 3.
params ["_player", "_killer", "_seagull"];
Checked Checked Checked Checked Checked Checked 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
playerRespawnOtherUnit.sqs in Arma 3.
params ["_player", "_killer", "_newUnit"];
Checked Checked Checked Checked Checked Checked 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
playerResurrectScript.sqs in Arma 3.
params ["_player"];
Checked Checked

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

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"];
? ? ? ? ? Checked ?

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"];
? ? ? ? ? Checked ?

teamSwitchScript.sqs

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

params ["_oldUnit", "_newUnit"];
Checked
Additional init scripts can be executed using functions with preInit or postInit attribute.


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