onPlayerConnected: Difference between revisions
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|descr= This command will execute the provided code on the server whenever a player connects to a multiplayer session. | |descr= This command will execute the provided code on the server whenever a player connects to a multiplayer session. | ||
{{Feature | arma3 | Since {{arma3}} v1. | {{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.}} | ||
|s1= [[onPlayerConnected]] code | |s1= [[onPlayerConnected]] code | ||
Line 40: | Line 40: | ||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf>onPlayerConnected "[_id, _name] execVM 'PlayerConnected.sqf';";</sqf> | ||
|x2= < | |x2= <sqf>onPlayerConnected { diag_log [_id, _uid, _name] };</sqf> | ||
|x3= From {{arma3}} v1.49: | |x3= From {{arma3}} v1.49: | ||
< | <sqf> | ||
somevar = | onPlayerConnected { | ||
_owner | somevar = random 123; | ||
_owner publicVariableClient "somevar"; | |||
};</ | // this will define "somevar" to a random value on the joining machine | ||
}; | |||
</sqf> | |||
|mp= {{Feature | important | A player with the '''_name''' {{hl|__SERVER__}} will also connect to a multiplayer game, executing ''code''.}} | |mp= {{Feature | important | A player with the '''_name''' {{hl|__SERVER__}} will also connect to a multiplayer game, executing ''code''.}} |
Latest revision as of 19:22, 15 September 2024
Description
- Description:
- This command will execute the provided code on the server whenever a player connects to a multiplayer session.
- Multiplayer:
- 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.
- 1.50 _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.
- 1.50 _owner: Number - is owner id of the joining player. Can be used for kick or ban purposes or just for publicVariableClient.
- 1.96 _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:
- 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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Multiplayer
- Command Group: Event Handlers
- Scripting Commands: Server Execution