onPlayerConnected: Difference between revisions

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{{Command|Comments=
{{Command
____________________________________________________________________________________________


| arma1 |Game name=
| arma1


|1.00|Game version=
|1.00


|gr1 = Multiplayer |GROUP1=
|gr1 = Multiplayer


|gr2= Event Handlers |GROUP2=
|gr2= Event Handlers




|serverExec= server |Exec=
|serverExec= server |Exec=
____________________________________________________________________________________________


| This command will execute attached code whenever a player is connected to a MP session. The code will receive a number of special variables:
| This command will execute attached code whenever a player is connected to a MP session. The code will receive a number of special variables:
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* '''_idstr''': (''since Arma 3 v1.95'') [[String]] - same as <tt>_id</tt> but in string format, so could be exactly compared to [[allMapMarkers | user marker]] ids.<br><br>
* '''_idstr''': (''since Arma 3 v1.95'') [[String]] - same as <tt>_id</tt> but in string format, so could be exactly compared to [[allMapMarkers | user marker]] ids.<br><br>
{{Feature|arma3 | Since '''Arma 3''' ''v1.57'' a stackable MissionEventHandler is available and should be used: [[Arma_3:_Event_Handlers/addMissionEventHandler#PlayerConnected|PlayerConnected]].<br>
{{Feature|arma3 | Since '''Arma 3''' ''v1.57'' a stackable MissionEventHandler is available and should be used: [[Arma_3:_Event_Handlers/addMissionEventHandler#PlayerConnected|PlayerConnected]].<br>
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.}}|DESCRIPTION=
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.}}
____________________________________________________________________________________________


| [[onPlayerConnected]] code |SYNTAX=
| [[onPlayerConnected]] code


|p1= code: [[String]] or [[Code]] |PARAMETER1=
|p1= code: [[String]] or [[Code]]


| [[Nothing]] |RETURNVALUE=
| [[Nothing]]
____________________________________________________________________________________________


|x1= <code>[[onPlayerConnected]] "[_id, _name] [[execVM]] ""PlayerConnected.sqf""";</code> |EXAMPLE1=
|x1= <code>[[onPlayerConnected]] "[_id, _name] [[execVM]] ""PlayerConnected.sqf""";</code>


|x2= <code>[[onPlayerConnected]] { [[diag_log]] [_id, _uid, _name] };</code> |EXAMPLE2=
|x2= <code>[[onPlayerConnected]] { [[diag_log]] [_id, _uid, _name] };</code>


|x3= From '''{{arma3}}''' v1.49:
|x3= From '''{{arma3}}''' v1.49:
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{{cc|this will set somevar}}
{{cc|this will set somevar}}
{{cc|joining player PC to a random value}}
{{cc|joining player PC to a random value}}
};</code>|EXAMPLE3=
};</code>


|x4= From '''{{arma3}}''' v1.49:
|x4= From '''{{arma3}}''' v1.49:
<code>[[onPlayerConnected]] { isJip = _jip; _owner [[publicVariableClient]] "isJip" };
<code>[[onPlayerConnected]] { isJip = _jip; _owner [[publicVariableClient]] "isJip" };
{{cc|Each player will now have variable isJip containing individual JIP info}}</code> |EXAMPLE4=
{{cc|Each player will now have variable isJip containing individual JIP info}}</code>


|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>
Line 52: Line 48:
Note that there is a player with the '''_name''' called __SERVER__ which will also connect to a multiplayer game, executing ''code''. |Multiplayer=
Note that there is a player with the '''_name''' called __SERVER__ which will also connect to a multiplayer game, executing ''code''. |Multiplayer=


| [[onPlayerDisconnected]], [[didJIP]], [[didJIPOwner]]|SEEALSO=
| [[onPlayerDisconnected]], [[didJIP]], [[didJIPOwner]]
}}
}}


<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section END -->
</dl>
<h3 style="display:none">Bottom Section</h3>


[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP Elite |{{uc:{{PAGENAME}}}}]]
{{GameCategory|ofpe|Scripting Commands}}
{{GameCategory|arma1|Scripting Commands}}
{{GameCategory|arma1|Scripting Commands}}
[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
{{GameCategory|tkoh|Scripting Commands}}
[[Category:Command_Group:_Multiplayer|{{uc:{{PAGENAME}}}}]]

Revision as of 02:56, 18 January 2021

Hover & click on the images for description

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.
  • _idstr: (since Arma 3 v1.95) String - same as _id but in string format, so could be exactly compared to user marker ids.

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:
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.
Groups:
MultiplayerEvent Handlers

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 // 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

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