Event Scripts – Talk
Killzone Kid (talk | contribs) |
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There are two entries for onPlayerKilled.sqs with conflicting check boxes. | There are two entries for onPlayerKilled.sqs with conflicting check boxes. | ||
:Yeah it was added by mistake, removed, added again... I removed it [[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 09:36, 9 February 2015 (CET) | :Yeah it was added by mistake, removed, added again... I removed it [[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 09:36, 9 February 2015 (CET) | ||
== 21.11.15 edit == | |||
initIntro.sqf I have tested on OFP 1.96, CWA 1.99, A2 1.09.78183 and A3 1.52.132676. Could you check it in A1, A2OA, TKOH? | |||
Also what about "startup.sqs"? | |||
--[[User:Faguss|Faguss]] ([[User talk:Faguss|talk]]) 15:49, 21 November 2015 (CET) |
Revision as of 15:49, 21 November 2015
T_D, good work, but a little 'old news'. Feel free to update the Biki http://community.bistudio.com/wiki/Event_Scripts if you want.
Loophole, unfortunately there are no specific event handlers for instant respawn and base respawn. Sy 23:28, 9th April 2007 (NZST)
There are probably event handler scripts that fire when a player respawns instantly,and respawns at base, but I can't find any indication of what they might be called. The obvious names; onPlayerRespawn and onPlayerRespawnBase, don't appear to be it. Loophole 15:12, 6 April 2007 (CEST)
- Found something interesting in dta\BIN\config.bin:
playerKilledScript = "onPlayerKilled.sqs"; playerRespawnScript = "onPlayerRespawn.sqs"; playerRespawnOtherUnitScript = "onPlayerRespawnOtherUnit.sqs"; playerRespawnSeagullScript = "onPlayerRespawnAsSeagull.sqs"; playerResurrectScript = "onPlayerResurrect.sqs"; teamSwitchScript = "onTeamSwitch.sqs";
--T_D 18:39, 7 April 2007 (CEST)
onFlare
onFlare seems not to work in Armed Assault --Crowe 06:08, 1 November 2007 (CET)
initPlayerLocal.sqf on JIP
Just had some issues in my current WIP where this script didn't seem to be executed on JIP, yet there appears to be a didJIP boolean argument. Can someone else test this script out for JIP compatibility? --SilentSpike (talk) 21:23, 28 August 2014 (CEST)
- Nevermind, seems as though it does fire on JIP. There's just some kind of timing issue with trying to create map markers during a JIP.
onPlayerKilled.sqs
There are two entries for onPlayerKilled.sqs with conflicting check boxes.
- Yeah it was added by mistake, removed, added again... I removed it Killzone Kid (talk) 09:36, 9 February 2015 (CET)
21.11.15 edit
initIntro.sqf I have tested on OFP 1.96, CWA 1.99, A2 1.09.78183 and A3 1.52.132676. Could you check it in A1, A2OA, TKOH?
Also what about "startup.sqs"? --Faguss (talk) 15:49, 21 November 2015 (CET)