Event Scripts: Difference between revisions
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SilentSpike (talk | contribs) (Added onPlayerKilled.sqf and onPlayerRespawn.sqf) |
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| ✔ <!-- A2 --> | | ✔ <!-- A2 --> | ||
| ✔ <!-- A2OA --> | | ✔ <!-- A2OA --> | ||
| | | ✔ <!-- A3 --> | ||
| ✔ <!-- TKOH --> | | ✔ <!-- TKOH --> | ||
|- | |- | ||
| '' | | ''onPlayerKilled.sqs'' | ||
| Executed when player is killed in multiplayer mission with " | | Executed when player is killed in singleplayer or in multiplayer mission with "NONE" [[description.ext#respawn|respawn type]]. | ||
| <code>[player:[[Object]], killer | | <code>[player:[[Object]], killer:[[Object]]]</code> | ||
| ✔ <!-- OFP --> | | ✔ <!-- OFP --> | ||
| ✔ <!-- OFPR --> | | ✔ <!-- OFPR --> | ||
Line 174: | Line 174: | ||
| ✔ <!-- A3 --> | | ✔ <!-- A3 --> | ||
| <!-- TKOH --> | | <!-- TKOH --> | ||
|- | |||
| ''onPlayerKilled.sqf'' | |||
| Executed when player is [[Arma_3_Respawn#Files|killed]] in singleplayer or in multiplayer mission. | |||
| <code>[<oldUnit>,<killer>,<respawn>,<respawnDelay>]</code> | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| ✔ <!-- A3 --> | |||
| <!-- TKOH --> | |||
|- | |||
| ''onPlayerRespawn.sqf'' | |||
| Executed when player [[Arma_3_Respawn#Files|respawns]] in a multiplayer mission. | |||
| <code>[<newUnit>,<oldUnit>,<respawn>,<respawnDelay>]</code> | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| ✔ <!-- A3 --> | |||
| <!-- TKOH --> | |||
|} | |} | ||
Revision as of 22:26, 13 July 2014
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 | |||||||
---|---|---|---|---|---|---|---|---|---|
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]
|
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
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 when player respawns in a multiplayer mission. | [<newUnit>,<oldUnit>,<respawn>,<respawnDelay>]
|
✔ |
Note: Additional init scripts can be executed using functions with preInit or postInit attribute.