onPlayerConnected

From Bohemia Interactive Community
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.
Hover & click on the images for description

Description

Description:
This command will execute the provided code on the server whenever a player connects to a multiplayer session.
Arma 3
Since Arma 3 v1.57 a stackable MissionEventHandler is available and should be used: PlayerConnected.
Before that, the functions BIS_fnc_addStackedEventHandler and BIS_fnc_removeStackedEventHandler should be used instead in order to keep compatibility between official and community content.
Multiplayer:
A player with the _name __SERVER__ will also connect to a multiplayer game, executing code.
Groups:
MultiplayerEvent Handlers

Syntax

Syntax:
onPlayerConnected code
Parameters:
code: String or Code - has access to the following 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.
  • _uid: String - is getPlayerUID of the joining player. In Arma 3 it is also the same as Steam ID.
  • _name: String - is profileName of the joining player.
  • Arma 3 logo black.png1.50 _jip: Boolean - is a flag that indicates whether or not the player joined after the mission has started (Joined In Progress). true when the player is JIP, otherwise false.
  • Arma 3 logo black.png1.50 _owner: Number - is owner id of the joining player. Can be used for kick or ban purposes or just for publicVariableClient.
  • Arma 3 logo black.png1.96 _idstr: String - same as _id but in string format, so could be exactly compared to user marker ids.
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 define "somevar" to a random value on the joining machine };

Additional Information

See also:
onPlayerDisconnected didJIP didJIPOwner

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