Difference between revisions of "onPlayerConnected"

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|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>
This happens even if '''onPlayerConnected''' was issued on all machines. |=
+
This happens even if '''onPlayerConnected''' was issued on all machines. <br>
 +
Note that there is a player with the '''_name''' called __SERVER__ which will also connect to a multiplayer game, executing ''statement''. |=
  
 
| [[onPlayerDisconnected]] |= See also
 
| [[onPlayerDisconnected]] |= See also

Revision as of 04:28, 20 January 2010

Introduced with Armed Assault version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
This statement is launched whenever a player is connected to a MP session.
Variables _id and _name are set, _id being the session id number as seen in #userlist.
Note that as of 1.08, this command only accepts a code-string rather than code delimited by braces.
Note as of ArmA 2 version 1.02 this function returns also variable _uid with uniqueID of player.

Syntax

Syntax:
onPlayerConnected statement
Parameters:
statement: String
Return Value:
Nothing

Examples

Example 1:
onPlayerConnected "[_id, _name] execVM ""PlayerConnected.sqf""";

Additional Information

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 statement.
See also:
onPlayerDisconnected

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
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Notes

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