onPlayerConnected: Difference between revisions

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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.}}
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.}}


| [[onPlayerConnected]] code
|s1=  [[onPlayerConnected]] code


|p1= code: [[String]] or [[Code]]
|p1= code: [[String]] or [[Code]]

Revision as of 23:15, 12 June 2021

Hover & click on the images for description

Description

Description:
Description needed
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 code.
Groups:
MultiplayerEvent Handlers

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] };
Example 3:
From Arma 3 v1.49: onPlayerConnected { somevar = random 123; _owner publicVariableClient "somevar"; // this will set somevar // joining player PC to a random value };
Example 4:
From Arma 3 v1.49: onPlayerConnected { isJip = _jip; _owner publicVariableClient "isJip" }; // Each player will now have variable isJip containing individual JIP info

Additional Information

See also:
onPlayerDisconnecteddidJIPdidJIPOwner

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