onPlayerConnected: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
m (Text replacement - "Since {{arma3}} v1.57" to "Since {{arma3}} v1.58")
 
(65 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma |= Game name
|game1= ofpe
|version1= 1.00


|1.00|= Game version
|game2= arma1
|exec= server|= Exec
|version2= 1.00
____________________________________________________________________________________________


| This command will execute attached code whenever a player is connected to a MP session. The code will receive a number of special variables:
|game3= arma2
|version3= 1.00


* '''_id''': [[Number]] - is the unique DirectPlay ID. Quite useless as the number is too big for in-built string representation and gets rounded. It is also the same id used for user placed markers.
|game4= arma2oa
* '''_name''': [[String]] - is [[profileName]] of the joining player.
|version4= 1.50
* '''_uid''': [[String]] - is [[getPlayerUID]] of the joining player. In Arma 3 it is also the same as Steam ID.
 
* '''_owner''': (''since Arma 3 v1.49'') [[Number]] - is [[owner]] id of the joining player. Can be used for kick or ban purposes or just for [[publicVariableClient]].
|game5= tkoh
* '''_jip''': (''since Arma 3 v1.49'') [[Boolean]] - is a flag that indicated whether or not the player joined after the mission has started ('''J'''oined '''I'''n '''P'''rogress). [[true]] - when the player is JIP, otherwise [[false]].
|version5= 1.00
{{Feature arma3|In order to keep compatability between official and community content the functions [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]] should be used instead.}}
|= Description
____________________________________________________________________________________________


| '''onPlayerConnected''' code |= Syntax
|game6= arma3
|version6= 0.50


|p1= code: [[String]] or [[Code]] |= Parameter 1
|gr1= Multiplayer


| [[Nothing]] |= Return value
|gr2= Event Handlers


____________________________________________________________________________________________
|serverExec= server
|x1= <code>[[onPlayerConnected]] "[_id, _name] [[execVM]] ""PlayerConnected.sqf""";</code> |= Example 1
|x2= <code>[[onPlayerConnected]] {[[diag_log]] [_id, _uid, _name]};</code> |= Example 2
|x3= From Arma 3 v1.49: <code>[[onPlayerConnected]] {
somevar = [[random]] 123;
_owner [[publicVariableClient]] "somevar";
//this will set somevar on
//joining player PC to a random value
};</code>|= Example 2


|mp= The ''statement'' is executed only on the server, not on the joining player's computer, nor on any other client.<br>
|descr= This command will execute the provided code on the server whenever a player connects to a multiplayer session.
This happens even if '''onPlayerConnected''' was issued on all machines. <br>
{{Feature | arma3 | Since {{arma3}} v1.58 a stackable MissionEventHandler is available and should be used: [[Arma 3: Mission Event Handlers#PlayerConnected|PlayerConnected]].<br>Before that, the functions [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]] should be used instead in order to keep compatibility between official and community content.}}
Note that there is a player with the '''_name''' called __SERVER__ which will also connect to a multiplayer game, executing ''code''. |=


| [[onPlayerDisconnected]] |= See also
|s1= [[onPlayerConnected]] code


}}
|p1= code: [[String]] or [[Code]] - has access to the following variables:
* '''_id''': [[Number]] - is the unique DirectPlay ID. Quite useless as the number is too big for in-built string representation and gets rounded. It is also the same id used for user placed markers.
* '''_uid''': [[String]] - is [[getPlayerUID]] of the joining player. In Arma 3 it is also the same as Steam ID.
* '''_name''': [[String]] - is [[profileName]] of the joining player.
* {{GVI|arma3|1.50}} '''_jip''': [[Boolean]] - is a flag that indicates whether or not the player joined after the mission has started ('''J'''oined '''I'''n '''P'''rogress). [[true]] when the player is [[Multiplayer Scripting#Join In Progress|JIP]], otherwise [[false]].
* {{GVI|arma3|1.50}} '''_owner''': [[Number]] - is [[owner]] id of the joining player. Can be used for kick or ban purposes or just for [[publicVariableClient]].
* {{GVI|arma3|1.96}} '''_idstr''': [[String]] - same as {{hl|_id}} but in string format, so could be exactly compared to [[allMapMarkers | user marker]] ids.
 
|r1= [[Nothing]]
 
|x1= <sqf>onPlayerConnected "[_id, _name] execVM 'PlayerConnected.sqf';";</sqf>


<h3 style="display:none">Notes</h3>
|x2= <sqf>onPlayerConnected { diag_log [_id, _uid, _name] };</sqf>
<dl class="command_description">
<!-- Note Section BEGIN -->


<!-- Note Section END -->
|x3= From {{arma3}} v1.49:
</dl>
<sqf>
onPlayerConnected {
somevar = random 123;
_owner publicVariableClient "somevar";
// this will define "somevar" to a random value on the joining machine
};
</sqf>


<h3 style="display:none">Bottom Section</h3>
|mp= {{Feature | important | A player with the '''_name''' {{hl|__SERVER__}} will also connect to a multiplayer game, executing ''code''.}}


[[Category:Scripting Commands|ONPLAYERCONNECTED]]
|seealso= [[onPlayerDisconnected]] [[didJIP]] [[didJIPOwner]]
[[Category:Scripting Commands OFP Elite |ONPLAYERCONNECTED]]
}}
[[Category:Scripting Commands ArmA|ONPLAYERCONNECTED]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Multiplayer|{{uc:{{PAGENAME}}}}]]

Latest revision as of 19:22, 15 September 2024

Hover & click on the images for description

Description

Description:
This command will execute the provided code on the server whenever a player connects to a multiplayer session.
Arma 3
Since Arma 3 v1.58 a stackable MissionEventHandler is available and should be used: PlayerConnected.
Before that, the functions BIS_fnc_addStackedEventHandler and BIS_fnc_removeStackedEventHandler should be used instead in order to keep compatibility between official and community content.
Multiplayer:
A player with the _name __SERVER__ will also connect to a multiplayer game, executing code.
Groups:
MultiplayerEvent Handlers

Syntax

Syntax:
onPlayerConnected code
Parameters:
code: String or Code - has access to the following variables:
  • _id: Number - is the unique DirectPlay ID. Quite useless as the number is too big for in-built string representation and gets rounded. It is also the same id used for user placed markers.
  • _uid: String - is getPlayerUID of the joining player. In Arma 3 it is also the same as Steam ID.
  • _name: String - is profileName of the joining player.
  • Arma 3 logo black.png1.50 _jip: Boolean - is a flag that indicates whether or not the player joined after the mission has started (Joined In Progress). true when the player is JIP, otherwise false.
  • Arma 3 logo black.png1.50 _owner: Number - is owner id of the joining player. Can be used for kick or ban purposes or just for publicVariableClient.
  • Arma 3 logo black.png1.96 _idstr: String - same as _id but in string format, so could be exactly compared to user marker ids.
Return Value:
Nothing

Examples

Example 1:
onPlayerConnected "[_id, _name] execVM 'PlayerConnected.sqf';";
Example 2:
onPlayerConnected { diag_log [_id, _uid, _name] };
Example 3:
From Arma 3 v1.49:
onPlayerConnected { somevar = random 123; _owner publicVariableClient "somevar"; // this will define "somevar" to a random value on the joining machine };

Additional Information

See also:
onPlayerDisconnected didJIP didJIPOwner

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note