Event Scripts – Talk
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T_D, good work, but a little 'old news'. Feel free to update the Biki http://community.bistudio.com/wiki/Event_Scripts if you want. | |||
Loophole, unfortunately there are no specific event handlers for instant respawn and base respawn. [[User:Sy|Sy]] 23:28, 9th April 2007 (NZST) | |||
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There are probably event handler scripts that fire when a player respawns instantly,and respawns at base, but I can't find any indication of what they might be called. The obvious names; onPlayerRespawn and onPlayerRespawnBase, don't appear to be it. | There are probably event handler scripts that fire when a player respawns instantly,and respawns at base, but I can't find any indication of what they might be called. The obvious names; onPlayerRespawn and onPlayerRespawnBase, don't appear to be it. | ||
[[User:Loophole|Loophole]] 15:12, 6 April 2007 (CEST) | [[User:Loophole|Loophole]] 15:12, 6 April 2007 (CEST) |
Revision as of 12:29, 9 April 2007
T_D, good work, but a little 'old news'. Feel free to update the Biki http://community.bistudio.com/wiki/Event_Scripts if you want.
Loophole, unfortunately there are no specific event handlers for instant respawn and base respawn. Sy 23:28, 9th April 2007 (NZST)
There are probably event handler scripts that fire when a player respawns instantly,and respawns at base, but I can't find any indication of what they might be called. The obvious names; onPlayerRespawn and onPlayerRespawnBase, don't appear to be it. Loophole 15:12, 6 April 2007 (CEST)
- Found something interesting in dta\BIN\config.bin:
playerKilledScript = "onPlayerKilled.sqs"; playerRespawnScript = "onPlayerRespawn.sqs"; playerRespawnOtherUnitScript = "onPlayerRespawnOtherUnit.sqs"; playerRespawnSeagullScript = "onPlayerRespawnAsSeagull.sqs"; playerResurrectScript = "onPlayerResurrect.sqs"; teamSwitchScript = "onTeamSwitch.sqs";
--T_D 18:39, 7 April 2007 (CEST)