onPlayerConnected: Difference between revisions

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(revised, tidied, new vars on dev)
(example)
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|x1= <code>[[onPlayerConnected]] "[_id, _name] execVM ""PlayerConnected.sqf""";</code> |= Example 1  
|x1= <code>[[onPlayerConnected]] "[_id, _name] [[execVM]] ""PlayerConnected.sqf""";</code> |= Example 1  
|x2= <code>[[onPlayerConnected]] {[[diag_log]] [_id, _uid, _name]};</code> |= Example 2  
|x2= <code>[[onPlayerConnected]] {[[diag_log]] [_id, _uid, _name]};</code> |= Example 2  
|x3= From Arma 3 v1.49: <code>[[onPlayerConnected]] {
somevar = [[random]] 123;
_owner [[publicVariableClient]] "somevar";
//this will set somevar on
//joining player PC to a random value
};</code>|= Example 2


|mp= The ''statement'' is executed only on the server, not on the joining player's computer, nor on any other client.<br>
|mp= The ''statement'' is executed only on the server, not on the joining player's computer, nor on any other client.<br>

Revision as of 20:26, 7 July 2015

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
This command will execute attached code whenever a player is connected to a MP session. The code will receive a number of special 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.
  • _name: String - is profileName of the joining player.
  • _uid: String - is getPlayerUID of the joining player. In Arma 3 it is also the same as Steam ID.
  • _owner: (since Arma 3 v1.49) Number - is owner id of the joining player. Can be used for kick or ban purposes or just for publicVariableClient.
  • _jip: (since Arma 3 v1.49) Boolean - is a flag that indicated whether or not the player joined after the mission has started (Joined In Progress). true - when the player is JIP, otherwise false.
Arma 3
In order to keep compatability between official and community content the functions BIS_fnc_addStackedEventHandler and BIS_fnc_removeStackedEventHandler should be used instead.
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 statement.
Groups:
Uncategorised

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 on //joining player PC to a random value };

Additional Information

See also:
onPlayerDisconnected

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

Notes

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