Event Scripts: Difference between revisions

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| ''onPlayerRespawn.sqf''
| ''onPlayerRespawn.sqf''
| Executed locally when player [[Arma_3_Respawn#Files|respawns]] in a multiplayer mission. This will also run at the beginning of a mission, so take that into account if you don't want the code to run at that time. You can use [[isNil]] to differentiate between the beginning of the mission and all subsequent respawns.
| Executed locally when player [[Arma_3_Respawn#Files|respawns]] in a multiplayer mission. This will also run at the beginning of a mission. You can use [[isNil]] combined with a global variable to differentiate between the beginning of the mission and all subsequent respawns.
| <tt style="white-space:nowrap;">[<newUnit>, <oldUnit>, <respawn>, <respawnDelay>]</tt>
| <tt style="white-space:nowrap;">[<newUnit>, <oldUnit>, <respawn>, <respawnDelay>]</tt>
|  <!-- OFP -->
|  <!-- OFP -->

Revision as of 22:23, 27 January 2015

Event scripts are scripts which are executed by the game engine upon specific events.

To use an event script, create a file of given name in the mission directory.

Available Scripts

File Description Arguments Logo A0.png1.00 ofpr version.gif1.75 -wrong parameter ("Arma") defined!-1.00 Logo A2.png1.00 A2 OA Logo.png1.51 Arma 3 logo black.png1.00 tkoh logo small.png1.00
init.sqs Executed when mission is started (before briefing screen)
init.sqf Executed when mission is started (before briefing screen)
initIntro.sqf Executed when intro, outro win or outro lose is started.
exit.sqs Executed when mission is finished (before debriefing screen). In Arma 3, "ended" mission event handler has the same functionality. [endType:String]
onFlare.sqs Executed when a flare is lit after being fired from grenade launcher. [colorRGB:Array, shooter:Object]
pauseOnLoad.sqf Executed when pause menu is activated.

To make it work in MP, use onPauseScript = "myScript.sqf" in description.ext

[pauseMenuDisplay:Display]
onPlayerKilled.sqs Executed when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type. [player:Object, killer:Object]
onPlayerKilled.sqs Executed when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type. [player:Object, killer:Object]
onPlayerRespawnAsSeagull.sqs Executed when player is killed in multiplayer mission with "SEAGULL" respawn type, or when the type is "GROUP" or "SIDE", but no remaining respawn slots are left. This script will replace the default respawn sequence. [player:Object, killer:Object, seagull:Object]
onPlayerRespawnOtherUnit.sqs Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence. [player:Object, killer:Object, newPlayer:Object]
initJIPcompatible.sqf Executed by Multiplayer framework on all machines when a player joins mission (includes both mission start and JIP).
initServer.sqf Executed only on server when mission is started. See initialization order for details about when the script is exactly executed.
initPlayerServer.sqf Executed only on server when a player joins mission (includes both mission start and JIP). See initialization order for details about when the script is exactly executed. [player:Object, didJIP:Boolean]
initPlayerLocal.sqf Executed locally when player joins mission (includes both mission start and JIP). See initialization order for details about when the script is exactly executed. [player:Object, didJIP:Boolean]
onPlayerKilled.sqf Executed when player is killed in singleplayer or in multiplayer mission. [<oldUnit>, <killer>, <respawn>, <respawnDelay>]
onPlayerRespawn.sqf Executed locally when player respawns in a multiplayer mission. This will also run at the beginning of a mission. You can use isNil combined with a global variable to differentiate between the beginning of the mission and all subsequent respawns. [<newUnit>, <oldUnit>, <respawn>, <respawnDelay>]
Note
Additional init scripts can be executed using functions with preInit or postInit attribute.

See also