onPlayerConnected: Difference between revisions

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| This statement is launched whenever a player is connected to a MP session. <br>
| This command will execute attached code whenever a player is connected to a MP session. The code will receive a number of special variables:
Variables '''_id''' and '''_name''' are set, in theory '''_id''' being the session id number as seen in #userlist. <br>
 
Note that as of 1.08, this command only accepts a code-string rather than code delimited by braces.<br>
* '''_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.
Note as of ArmA 2 version 1.02 this function also returns the variable '''_uid''' which denotes uniqueID of player.<br>
* '''_name''': [[String]] - is [[profileName]] of the joining player.
As of version Arma2 1.04, '''_id''' will return a number in float format, something like 1.4253e+10. <br>
* '''_uid''': [[String]] - is [[getPlayerUID]] of the joining player. In Arma 3 it is also the same as Steam ID.
'''_id''' is the Unique DirectPlay ID of player, and there are some conversions between DirectPlay floats and Arma Engine numbers.<br/>
* '''_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]].
In Arma 3 '''_uid''' is the same as Steam ID and '''_name''' is [[profileName]].
* '''_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]].
{{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.}}
{{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
|= Description
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| '''onPlayerConnected''' statement |= Syntax
| '''onPlayerConnected''' code |= Syntax


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


| [[Nothing]] |= Return value
| [[Nothing]] |= Return value

Revision as of 20:19, 7 July 2015

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
This command will execute attached code whenever a player is connected to a MP session. The code will receive a number of special 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.
  • _name: String - is profileName of the joining player.
  • _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.
  • _jip: (since Arma 3 v1.49) Boolean - is a flag that indicated whether or not the player joined after the mission has started (Joined In Progress). true - when the player is JIP, otherwise false.
Arma 3
In order to keep compatability between official and community content the functions BIS_fnc_addStackedEventHandler and BIS_fnc_removeStackedEventHandler should be used instead.
Multiplayer:
The statement is executed only on the server, not on the joining player's computer, nor on any other client.
This happens even if onPlayerConnected was issued on all machines.
Note that there is a player with the _name called __SERVER__ which will also connect to a multiplayer game, executing statement.
Groups:
Uncategorised

Syntax

Syntax:
onPlayerConnected code
Parameters:
code: String or Code
Return Value:
Nothing

Examples

Example 1:
onPlayerConnected "[_id, _name] execVM ""PlayerConnected.sqf""";
Example 2:
onPlayerConnected {diag_log [_id, _uid, _name]};

Additional Information

See also:
onPlayerDisconnected

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

Notes

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