Event Scripts: Difference between revisions
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{{Feature|informative|See [[Initialisation Order]] to learn when initialisation scripts are executed.}} | {{Feature|informative| | ||
* See [[Initialisation Order]] to learn when initialisation scripts are executed. | |||
* Additional initialisation scripts can be executed using functions with [[Arma 3: Functions Library#Attributes|preInit or postInit]] attribute. | |||
}} | |||
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=== initIntro.sqf === | === initIntro.sqf === | ||
Executed when intro, outro win or outro lose is started. | Executed when intro, outro win or outro lose is started. | ||
{{Feature|arma3|Functional in {{arma3}} only for intro.}} | |||
| <!-- OFP --> | | <!-- OFP --> | ||
| <!-- OFPR --> | | <!-- OFPR --> | ||
| <!-- A1 --> | | {{Icon|checked}} <!-- A1 --> | ||
| <!-- A2 --> | | {{Icon|checked}} <!-- A2 --> | ||
| {{Icon|checked}} <!-- A2OA --> | | {{Icon|checked}} <!-- A2OA --> | ||
| {{Icon|checked}} <!-- A3 --> | | {{Icon|checked}} <!-- A3 --> | ||
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=== initIntro.sqs === | === initIntro.sqs === | ||
Executed when intro, outro win or outro lose is started. | Executed when intro, outro win or outro lose is started. | ||
{{Feature|arma3|Functional in {{arma3}} only for intro.}} | |||
| <!-- OFP --> | | <!-- OFP --> | ||
| {{Icon|checked}} <!-- OFPR --> | | {{Icon|checked}} <!-- OFPR --> | ||
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=== onFlare.sqs === | === onFlare.sqs === | ||
Executed when a flare is lit after being fired from grenade launcher. | Executed when a flare is lit after being fired from grenade launcher. | ||
<sqf>params ["_colorRGB", "_shooter", "_projectile"];</sqf> | <sqf>params ["_colorRGB", "_shooter", "_projectile", "_instigator"];</sqf> | ||
* colorRGB: [[Color|Color (RGBA)]] | * colorRGB: [[Color|Color (RGBA)]] | ||
* shooter: [[Object]] | * shooter: [[Object]] | ||
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* player: [[Object]] | * player: [[Object]] | ||
* killer: [[Object]] | * killer: [[Object]] | ||
| | | {{Icon|unknown}} <!-- OFP --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- OFPR --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- A1 --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- A2 --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- A2OA --><!-- Untested --> | ||
| {{Icon|checked}} <!-- A3 --> | | {{Icon|checked}} <!-- A3 --> | ||
| | | {{Icon|unknown}} <!-- TKOH --><!-- Untested --> | ||
| <!-- suspension --> | | <!-- suspension --> | ||
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* killer: [[Object]] | * killer: [[Object]] | ||
* respawnDelay: [[Number]] | * respawnDelay: [[Number]] | ||
| | | {{Icon|unknown}} <!-- OFP --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- OFPR --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- A1 --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- A2 --><!-- Untested --> | ||
| | | {{Icon|unknown}} <!-- A2OA --><!-- Untested --> | ||
| {{Icon|checked}} <!-- A3 --> | | {{Icon|checked}} <!-- A3 --> | ||
| | | {{Icon|unknown}} <!-- TKOH --><!-- Untested --> | ||
| <!-- suspension --> | | <!-- suspension --> | ||
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| <!-- suspension --> | | <!-- suspension --> | ||
|} | |} | ||
Latest revision as of 17:23, 10 March 2024
Game | Path |
---|---|
1.00 | DTA |
1.00 | Ca.pbo |
1.00 | |
1.50 | |
1.00 | functions_f.pbo |
1.00 | data_h.pbo |
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 |
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Available Scripts
File | Present in | Details | ||||||
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1.00 | 1.75 | 1.00 | 1.00 | 1.50 | 1.00 | 1.00 | Can suspend | |
exit.sqfExecuted when mission is finished (before debriefing screen). In Arma 3, see also "Ended" and "MPEnded" Mission Event Handlers.
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exit.sqsExecuted when mission is finished (before debriefing screen). In Arma 3, see also "Ended" and "MPEnded" Mission Event Handlers.
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init.sqfExecuted when mission is started (before briefing screen). |
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init.sqsExecuted when mission is started (before briefing screen). |
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init3DEN.sqfExecuted when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. |
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initIntro.sqfExecuted when intro, outro win or outro lose is started. |
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initIntro.sqsExecuted when intro, outro win or outro lose is started. |
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initJIPcompatible.sqfExecuted 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. |
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initPlayerLocal.sqfExecuted locally when player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed. |
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initPlayerServer.sqfExecuted 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. |
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initServer.sqfExecuted only on server when mission is started. See Initialisation Order for details about when exactly the script is executed. |
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missionFlow.fsmExecuted on post-init when mission is started. See BIS_fnc_missionFlow. |
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onFlare.sqsExecuted when a flare is lit after being fired from grenade launcher. |
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onPlayerKilled.sqfExecuted when player is killed in singleplayer or in multiplayer mission. |
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onPlayerKilled.sqsExecuted when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type. |
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onPlayerRespawn.sqfExecuted 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. |
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onPlayerRespawn.sqsExecuted 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. |
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onPlayerRespawnAsSeagull.sqsExecuted 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. |
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onPlayerRespawnOtherUnit.sqsExecuted when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence. |
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onPlayerResurrect.sqsExecuted when player is respawned in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta
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pauseOnLoad.sqfExecuted when pause menu is activated. To make it work in MP or Arma 3, use
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playerKilledScript.sqsExecuted 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. |
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playerRespawnScript.sqsExecuted 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. |
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playerRespawnSeagullScript.sqsExecuted 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. |
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playerRespawnOtherUnit.sqsExecuted when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence. |
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playerResurrectScript.sqsExecuted when player is respawned in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta
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teamSwitchScript.sqsExecuted after a Team Switch is done. Not triggered by selectPlayer. |