Difference between revisions of "onPlayerConnected"

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m (template:command argument fix)
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{{Informative|Since '''Arma 3''' ''v1.57'' a stackable version of this EH is available: [[Arma_3:_Event_Handlers/addMissionEventHandler#PlayerConnected|PlayerConnected]]}}<br>
 
{{Informative|Since '''Arma 3''' ''v1.57'' a stackable version of this EH is available: [[Arma_3:_Event_Handlers/addMissionEventHandler#PlayerConnected|PlayerConnected]]}}<br>
 
{{Feature arma3|In order to keep compatibility between official and community content the functions [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]] should be used instead.}}
 
{{Feature arma3|In order to keep compatibility between official and community content the functions [[BIS_fnc_addStackedEventHandler]] and [[BIS_fnc_removeStackedEventHandler]] should be used instead.}}
|= Description
+
|DESCRIPTION=
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
  
| '''onPlayerConnected''' code |= Syntax
+
| '''onPlayerConnected''' code |SYNTAX=
  
|p1= code: [[String]] or [[Code]] |= Parameter 1
+
|p1= code: [[String]] or [[Code]] |PARAMETER1=
  
| [[Nothing]] |= Return value
+
| [[Nothing]] |RETURNVALUE=
  
 
____________________________________________________________________________________________
 
____________________________________________________________________________________________
|x1= <code>[[onPlayerConnected]] "[_id, _name] [[execVM]] ""PlayerConnected.sqf""";</code> |= Example 1
+
|x1= <code>[[onPlayerConnected]] "[_id, _name] [[execVM]] ""PlayerConnected.sqf""";</code> |EXAMPLE1=  
|x2= <code>[[onPlayerConnected]] {[[diag_log]] [_id, _uid, _name]};</code> |= Example 2
+
|x2= <code>[[onPlayerConnected]] {[[diag_log]] [_id, _uid, _name]};</code> |EXAMPLE2=  
 
|x3= From Arma 3 v1.49: <code>[[onPlayerConnected]] {
 
|x3= From Arma 3 v1.49: <code>[[onPlayerConnected]] {
 
somevar = [[random]] 123;
 
somevar = [[random]] 123;
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//this will set somevar on  
 
//this will set somevar on  
 
//joining player PC to a random value  
 
//joining player PC to a random value  
};</code>|= Example 2
+
};</code>|EXAMPLE2=
  
 
|x4= From Arma 3 v1.49: <code>[[onPlayerConnected]] {isJip = _jip; _owner [[publicVariableClient]] "isJip"};
 
|x4= From Arma 3 v1.49: <code>[[onPlayerConnected]] {isJip = _jip; _owner [[publicVariableClient]] "isJip"};
//Each player will now have variable isJip containing individual JIP info</code>|= Example 2
+
//Each player will now have variable isJip containing individual JIP info</code>|EXAMPLE2=
  
 
|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>
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Note that there is a player with the '''_name''' called __SERVER__ which will also connect to a multiplayer game, executing ''code''. |=
 
Note that there is a player with the '''_name''' called __SERVER__ which will also connect to a multiplayer game, executing ''code''. |=
  
| [[onPlayerDisconnected]], [[didJIP]], [[didJIPOwner]]|= See also
+
| [[onPlayerDisconnected]], [[didJIP]], [[didJIPOwner]]|SEEALSO=
  
 
}}
 
}}

Revision as of 15:44, 7 April 2019

Introduced with Armed Assault version 1.001.00
Hover & click on the images for descriptions

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.
  • _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.
  • _jip: (since Arma 3 v1.49) 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.
  • _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.

Since Arma 3 v1.57 a stackable version of this EH is available: PlayerConnected

Arma 3 logo black.png
In order to keep compatibility 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 code.

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 };
Example 4:
From Arma 3 v1.49: onPlayerConnected {isJip = _jip; _owner publicVariableClient "isJip"}; //Each player will now have variable isJip containing individual JIP info

Additional Information

See also:
onPlayerDisconnecteddidJIPdidJIPOwner
Groups:
Uncategorised

Notes

i
Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.

Notes

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