onPlayerDisconnected: Difference between revisions
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Killzone Kid (talk | contribs) (serverexec) |
Killzone Kid (talk | contribs) (description, seealso, new vars) |
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| This | | This command will execute attached code whenever a player is leaving an 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 leaving player. | |||
* '''_uid''': [[String]] - is [[getPlayerUID]] of the leaving player. In Arma 3 it is also the same as Steam ID. | |||
* '''_owner''': (''since Arma 3 v1.49'') [[Number]] - is [[owner]] id of the leaving 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 ('''J'''oined '''I'''n '''P'''rogress). [[true]] - if the player was JIP, otherwise [[false]]. | |||
{{Feature arma3|In order to keep compatability between official and community content the functions [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]] should be used instead.}} | {{Feature arma3|In order to keep compatability between official and community content the functions [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]] should be used instead.}} | ||
|= Description | |= Description | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| '''onPlayerDisconnected''' | | '''onPlayerDisconnected''' code |= Syntax | ||
|p1= | |p1= code: [[String]] or [[Code]] |= Parameter 1 | ||
| [[Nothing]] |= Return value | | [[Nothing]] |= Return value | ||
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|x1= <code>[[onPlayerDisconnected]] "endMission ""END1"";";</code> |= Example 1 | |x1= <code>[[onPlayerDisconnected]] "endMission ""END1"";";</code> |= Example 1 | ||
|x2= <code>[[onPlayerDisconnected]] {[[diag_log]] [_id, _uid, _name]};</code> |= Example 2 | [[onPlayerConnected]] |= See also | |x2= <code>[[onPlayerDisconnected]] {[[diag_log]] [_id, _uid, _name]};</code> |= Example 2 | ||
| [[onPlayerConnected]], [[Arma_3:_Event_Handlers#HandleDisconnect|HandleDisconnect]] |= See also | |||
|mp= In MP [[onPlayerDisconnected]] is executed only on the server |= | |mp= In MP [[onPlayerDisconnected]] is executed only on the server |= | ||
}} | }} |
Revision as of 20:35, 7 July 2015
Description
- Description:
- This command will execute attached code whenever a player is leaving an 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 leaving player.
- _uid: String - is getPlayerUID of the leaving player. In Arma 3 it is also the same as Steam ID.
- _owner: (since Arma 3 v1.49) Number - is owner id of the leaving 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 - if the player was JIP, otherwise false.
- Multiplayer:
- In MP onPlayerDisconnected is executed only on the server
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
onPlayerDisconnected "endMission ""END1"";";
- Example 2:
onPlayerDisconnected {diag_log [_id, _uid, _name]};
Additional Information
- See also:
- onPlayerConnectedHandleDisconnect
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
Bottom Section
- Posted on January 14, 2015 - 19:21 (UTC)
- AgentRevolution
- For Arma 3 v1.32 and onward, one might want to consider using instead the HandleDisconnect mission event handler for greater flexibility.