Event Scripts: Difference between revisions
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:: r, g, b: [[Number]] - the light color | :: r, g, b: [[Number]] - the light color | ||
:: gunner: [[Object]] - the unit who fired the flare shell | :: gunner: [[Object]] - the unit who fired the flare shell | ||
; onPauseScript | |||
: ''launches pauseOnLoad.'''sqf''''' | |||
: Launched when pause menu is activated. | |||
: To make it work in MP, use ''onPauseScript = "myScript.sqf"'' in [[description.ext]] | |||
: [http://forums.bistudio.com/showthread.php?108466-Detect-load-game-or-ESC-menu&p=1763523&viewfull=1#post1763523 Topic reference] | |||
; onPlayerKilled | ; onPlayerKilled | ||
: Launched when the player dies permanently, and does not become a [ | : Launched when the player dies permanently, and does not become a [http://community.bistudio.com/wikidata/images/archive/e/ed/20070308214324!Seagull.jpg seagull]. | ||
: | : | ||
: Passed an array: [player, killer] | : Passed an array: [player, killer] | ||
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; onPlayerRespawnAsSeagull | ; onPlayerRespawnAsSeagull | ||
: Launched when the player dies and becomes a [ | : Launched when the player dies and becomes a [http://community.bistudio.com/wikidata/images/archive/e/ed/20070308214324!Seagull.jpg seagull]. | ||
: | : | ||
: Passed an array: [player, killer, seagull] | : Passed an array: [player, killer, seagull] |
Revision as of 00:05, 1 March 2012
Event scripts are scripts which are fired by the game engine upon specific events. These scripts can be written in SQS syntax or SQF syntax (Armed Assault only, recommended).
The file extensions of the script depend on the used syntax. If you are using SQS syntax, the file extension is .sqs, else .sqf.
Note that these scripts must be in sqs syntax - if you write an onPlayer*.sqf, it won't be executed - the default onPlayer*.sqs contained in the ca.pbo file will get executed instead. One easy way around this is to create both the .sqf and .sqs files, inside the .sqs files you can just put this piece of code
_this execVM onPlayer*.sqf
Remember to replace the * with the appropriate type.
Available Scripts
- init
- Launched when mission is started (before briefing screen).
- initIntro
- Launched when intro is started .
- exit
- Launched when mission is finished (before debriefing screen).
- One argument of type Number is passed to the script: The number of game end.
- onFlare
- Launched when illuminating shell is lit.
- An array is passed to the script: [[r, g, b], gunner]
- onPauseScript
- launches pauseOnLoad.sqf
- Launched when pause menu is activated.
- To make it work in MP, use onPauseScript = "myScript.sqf" in description.ext
- Topic reference
- onPlayerKilled
- Launched when the player dies permanently, and does not become a seagull.
- Passed an array: [player, killer]
- This script replaces the default death sequence. Make sure you place the command enableEndDialog somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear.
- In Armed Assault, this script is only executed if respawn in Description.ext is set to NONE (0). If respawn is set to some other value, then the onPlayerKilled script is not executed.
- onPlayerRespawnAsSeagull
- Launched when the player dies and becomes a seagull.
- Passed an array: [player, killer, seagull]
- This script will replace the default seagulling sequence. Make sure you place the command enableEndDialog somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear.
- In Armed Assault, this script is only executed if respawn in Description.ext is set to BIRD(1), or to GROUP (4) and all the group is dead.
- onPlayerRespawnOtherUnit
- Launched when the player dies and respawns into another unit member.
- Passed an array: [player, killer, new]
- This script will replace the default respawn sequence.
- In Armed Assault, this script is only executed if respawn in Description.ext is set to GROUP (4) and there is another group member still alive.