onPlayerConnected: Difference between revisions
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| This statement is launched whenever a player is connected to a MP session. Variables _id and _name are set, _id being the session id number as seen in #userlist. Note that as of 1.08, this command only accepts a code-string rather than code delimited by braces.|= Description | | This statement is launched whenever a player is connected to a MP session. <br> | ||
Variables '''_id''' and '''_name''' are set, _id being the session id number as seen in #userlist. <br> | |||
Note that as of 1.08, this command only accepts a code-string rather than code delimited by braces.<br> | |||
Note as of ArmA 2 version 1.02 this function returns also variable '''_uid''' with uniqueID of player. | |||
|= Description | |||
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| [[Nothing]] |= Return value | | [[Nothing]] |= Return value | ||
|mp= The ''statement'' is executed only on the server, not on the joining player's computer, nor on any other client. | |mp= The ''statement'' is executed only on the server, not on the joining player's computer, nor on any other client.<br> | ||
This happens even if '''onPlayerConnected''' was issued on all machines. |= | This happens even if '''onPlayerConnected''' was issued on all machines. |= | ||
Revision as of 21:15, 23 June 2009
Description
- Description:
- This statement is launched whenever a player is connected to a MP session.
Variables _id and _name are set, _id being the session id number as seen in #userlist.
Note that as of 1.08, this command only accepts a code-string rather than code delimited by braces.
Note as of ArmA 2 version 1.02 this function returns also variable _uid with uniqueID of player. - 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. - Groups:
- Uncategorised
Syntax
Examples
- Examples:
- Example needed
Additional Information
- See also:
- onPlayerDisconnected
Notes
-
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