Event Scripts: Difference between revisions
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[[Event Scripts]] are [[Script ( | __NOTOC__ | ||
[[Event Scripts]] are [[Script (File)|scripts]] which are executed upon specific events. Not all event scripts are executed directly by the engine.<br> | |||
To use an '''Event Script''', create a file of the given name in the [[ | To use an '''Event Script''', create a file of the given name in the [[Mission Editor: External|mission directory]]. | ||
{| class="wikitable" style="margin: auto" | |||
! init* scripts | |||
! (on)Player* scripts | |||
! other scripts | |||
|- | |||
| style="vertical-align: top" | | |||
<div style="columns: 2"> | |||
* [[#init.sqf|init.sqf]] | |||
* [[#init.sqs|init.sqs]] | |||
* [[#init3DEN.sqf|init3DEN.sqf]] | |||
* [[#initIntro.sqf|initIntro.sqf]] | |||
* [[#initIntro.sqs|initIntro.sqs]] | |||
* [[#initJIPcompatible.sqf|initJIPcompatible.sqf]] | |||
* [[#initPlayerLocal.sqf|initPlayerLocal.sqf]] | |||
* [[#initPlayerServer.sqf|initPlayerServer.sqf]] | |||
* [[#initServer.sqf|initServer.sqf]] | |||
</div> | |||
| style="vertical-align: top" | | |||
<div style="columns: 2"> | |||
* [[#onPlayerKilled.sqf|onPlayerKilled.sqf]] | |||
* [[#onPlayerKilled.sqs|onPlayerKilled.sqs]] | |||
* [[#onPlayerRespawn.sqf|onPlayerRespawn.sqf]] | |||
* [[#onPlayerRespawn.sqs|onPlayerRespawn.sqs]] | |||
* [[#onPlayerRespawnAsSeagull.sqs|onPlayerRespawnAsSeagull.sqs]] | |||
* [[#onPlayerRespawnOtherUnit.sqs|onPlayerRespawnOtherUnit.sqs]] | |||
* [[#onPlayerResurrect.sqs|onPlayerResurrect.sqs]] | |||
* [[#playerKilledScript.sqs|playerKilledScript.sqs]] | |||
* [[#playerRespawnScript.sqs|playerRespawnScript.sqs]] | |||
</div> | |||
| style="vertical-align: top" | | |||
* [[#exit.sqf|exit.sqf]] | |||
* [[#exit.sqs|exit.sqs]] | |||
* [[#onFlare.sqs|onFlare.sqs]] | |||
* [[#pauseOnLoad.sqf|pauseOnLoad.sqf]] | |||
|} | |||
== Available Scripts == | == Available Scripts == | ||
{| class="bikitable" style="text-align: center" | {| class="bikitable sortable" style="text-align: center" | ||
! rowspan="2" | File | ! rowspan="2" | File | ||
! rowspan="2" | Description | ! rowspan="2" | Description | ||
Line 21: | Line 57: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
| style="text-align: left" | Executed when mission is | === exit.sqf === | ||
| | | style="text-align: left" | Executed when mission is finished (before debriefing screen). In Arma 3, "ended" [[addMissionEventHandler|mission event handler]] has the same functionality. | ||
| | | style="text-align: left" | <syntaxhighlight lang="cpp">params ["_endType"];</syntaxhighlight> | ||
* endType: [[String]] | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| ✔ <!-- A2 --> | |||
| ✔ <!-- A2OA --> | |||
| ✔ <!-- A3 --> | |||
| ✔ <!-- TKOH --> | |||
|- | |||
| style="font-size: 0.8em" | | |||
=== exit.sqs === | |||
| style="text-align: left" | Executed when mission is finished (before debriefing screen). In Arma 3, "ended" [[addMissionEventHandler|mission event handler]] has the same functionality. | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_endType"];</syntaxhighlight> | |||
* endType: [[String]] | |||
| <!-- OFP --> | |||
| ✔ <!-- OFPR --> | | ✔ <!-- OFPR --> | ||
| ✔ <!-- A1 --> | | ✔ <!-- A1 --> | ||
Line 33: | Line 85: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
=== init.sqf === | |||
| style="text-align: left" | Executed when mission is started (before briefing screen) | | style="text-align: left" | Executed when mission is started (before briefing screen) | ||
| | | | ||
Line 45: | Line 98: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
| style="text-align: left" | Executed when | === init.sqs === | ||
| style="text-align: left" | Executed when mission is started (before briefing screen) | |||
| | | | ||
| <!-- OFP --> | | ✔ <!-- OFP --> | ||
| ✔ <!-- OFPR --> | | ✔ <!-- OFPR --> | ||
| ✔ <!-- A1 --> | | ✔ <!-- A1 --> | ||
Line 57: | Line 111: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
=== init3DEN.sqf === | |||
| style="text-align: left" | Executed when loading a scenario in [[Eden Editor]] if the file is present. Useful for executing scenario-specific editor functionality. | |||
| | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| ✔ <!-- A3 --> | |||
| <!-- TKOH --> | |||
|- | |||
| style="font-size: 0.8em" | | |||
=== initIntro.sqf === | |||
| style="text-align: left" | Executed when intro, outro win or outro lose is started. | | style="text-align: left" | Executed when intro, outro win or outro lose is started. | ||
| | | | ||
Line 69: | Line 137: | ||
|- | |- | ||
| style="font-size: 0.8em" | | |||
| style=" | === initIntro.sqs === | ||
| style="text-align: left" | | | style="text-align: left" | Executed when intro, outro win or outro lose is started. | ||
| | |||
| | | <!-- OFP --> | ||
| ✔ <!-- OFPR --> | | ✔ <!-- OFPR --> | ||
| ✔ <!-- A1 --> | | ✔ <!-- A1 --> | ||
Line 82: | Line 150: | ||
|- | |- | ||
| style="font-size: 0.8em" | | |||
| style=" | === initJIPcompatible.sqf === | ||
| style="text-align: left" | | | style="text-align: left" | Executed locally by [[Multiplayer framework]] when a player joins mission (includes both mission start and JIP). Also executed locally on server at mission start. | ||
| | |||
| | | <!-- OFP --> | ||
| | | <!-- OFPR --> | ||
| | | <!-- A1 --> | ||
| ✔ <!-- A2 --> | | ✔ <!-- A2 --> | ||
| ✔ <!-- A2OA --> | | ✔ <!-- A2OA --> | ||
| <!-- A3 --> | |||
| <!-- TKOH --> | |||
|- | |||
| style="font-size: 0.8em" | | |||
=== initPlayerLocal.sqf === | |||
| style="text-align: left" | Executed locally when player joins mission (includes both mission start and JIP). See [[Functions Library (Arma 3)#Initialization_Order|initialization order]] for details about when the script is exactly executed. | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_player", "_didJIP"];</syntaxhighlight> | |||
* player: [[Object]] | |||
* didJIP: [[Boolean]] | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| ✔ <!-- A3 --> | | ✔ <!-- A3 --> | ||
| ✔ <!-- TKOH --> | | <!-- TKOH --> | ||
|- | |||
| style="font-size: 0.8em" | | |||
=== initPlayerServer.sqf === | |||
| style="text-align: left" | Executed only on server when a player joins mission (includes both mission start and JIP). See [[Initialization Order]] for details about when the script is exactly executed.<br> | |||
This script relies on [[BIS_fnc_execVM]] and [[remoteExec]]. If [[CfgRemoteExec]]'s <tt>class Functions</tt> is set to mode = 0 or 1, the script will never be executed. Therefore, initPlayerServer.sqf should be avoided. | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_playerUnit", "_didJIP"];</syntaxhighlight> | |||
* playerUnit: [[Object]] | |||
* didJIP: [[Boolean]] | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| ✔ <!-- A3 --> | |||
| <!-- TKOH --> | |||
|- | |||
| style="font-size: 0.8em" | | |||
=== initServer.sqf === | |||
| style="text-align: left" | Executed only on server when mission is started. See [[Initialization Order]] for details about when the script is exactly executed. | |||
| | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| ✔ <!-- A3 --> | |||
| <!-- TKOH --> | |||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
=== onFlare.sqs === | |||
| style="text-align: left" | Executed when a flare is lit after being fired from grenade launcher. | | style="text-align: left" | Executed when a flare is lit after being fired from grenade launcher. | ||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_colorRGB", "_shooter"];</syntaxhighlight> | | style="text-align: left" | <syntaxhighlight lang="cpp">params ["_colorRGB", "_shooter"];</syntaxhighlight> | ||
Line 109: | Line 222: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
| style="text-align: left" | Executed when | === onPlayerKilled.sqf === | ||
| style="text-align: left" | Executed when player is [[Arma_3_Respawn#Files|killed]] in singleplayer or in multiplayer mission. | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [ | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [" | "_oldUnit", | ||
* | "_killer", | ||
"_respawn", | |||
"_respawnDelay" | |||
];</syntaxhighlight> | |||
* oldUnit: [[Object]] | |||
* killer: [[Object]] | |||
* respawn: ''[[String]]?'' | |||
* respawnDelay: [[Number]] | |||
| <!-- OFP --> | | <!-- OFP --> | ||
| <!-- OFPR --> | | <!-- OFPR --> | ||
| <!-- A1 --> | | <!-- A1 --> | ||
| | | <!-- A2 --> | ||
| | | <!-- A2OA --> | ||
| | | ✔ <!-- A3 --> | ||
| | | <!-- TKOH --> | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
=== onPlayerKilled.sqs === | |||
| style="text-align: left" | Executed when player is killed in singleplayer or in multiplayer mission with "NONE" [[Description.ext#respawn|respawn type]]. | | style="text-align: left" | Executed when player is killed in singleplayer or in multiplayer mission with "NONE" [[Description.ext#respawn|respawn type]]. | ||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_player", "_killer"];</syntaxhighlight> | | style="text-align: left" | <syntaxhighlight lang="cpp">params ["_player", "_killer"];</syntaxhighlight> | ||
Line 138: | Line 259: | ||
|- | |- | ||
| '' | | style="font-size: 0.8em" | | ||
=== onPlayerRespawn.sqf === | |||
| style="text-align: left" | Executed locally when player [[Arma_3_Respawn#Files|respawns]] in a multiplayer mission. This event script will also fire at the beginning of a mission if [[Description.ext#respawnOnStart|respawnOnStart]] is 0 or 1, oldUnit will be [[objNull]] in this instance. This script will not fire at mission start if [[Description.ext#respawnOnStart|respawnOnStart]] equals -1. | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [ | |||
"_newUnit", | |||
"_oldUnit", | |||
"_respawn", | |||
"_respawnDelay" | |||
];</syntaxhighlight> | |||
* newUnit: [[Object]] | |||
* oldUnit: [[Object]] | |||
* respawn: ''[[String]]?'' | |||
* respawnDelay: [[Number]] | |||
| <!-- OFP --> | |||
| <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| ✔ <!-- A3 --> | |||
| <!-- TKOH --> | |||
|- | |||
| style="font-size: 0.8em" | | |||
=== onPlayerRespawn.sqs === | |||
| style="text-align: left" | Executed when player is killed in multiplayer mission with "INSTANT" or "BASE" [[Description.ext#respawn|respawn type]]. It will not work if ''dta\scripts\onPlayerRespawn.sqs'' does not exist. | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [ | |||
"_player", | |||
"_killer", | |||
"_respawnDelay" | |||
];</syntaxhighlight> | |||
* player: [[Object]] | |||
* killer: [[Object]] | |||
* respawnDelay: [[Number]] | |||
| <!-- OFP --> | |||
| ✔ <!-- OFPR --> | |||
| <!-- A1 --> | |||
| <!-- A2 --> | |||
| <!-- A2OA --> | |||
| <!-- A3 --> | |||
| <!-- TKOH --> | |||
|- | |||
| style="font-size: 0.8em" | | |||
=== onPlayerRespawnAsSeagull.sqs === | |||
| style="text-align: left" | Executed when player is killed in multiplayer mission with "SEAGULL" [[Description.ext#respawn|respawn type]], or when the type is "GROUP" or "SIDE", but no remaining respawn slots are left. This script will replace the default respawn sequence. | | style="text-align: left" | Executed when player is killed in multiplayer mission with "SEAGULL" [[Description.ext#respawn|respawn type]], or when the type is "GROUP" or "SIDE", but no remaining respawn slots are left. This script will replace the default respawn sequence. | ||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [ | | style="text-align: left" | <syntaxhighlight lang="cpp">params [ | ||
Line 157: | Line 321: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
=== onPlayerRespawnOtherUnit.sqs === | |||
| style="text-align: left" | Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" [[Description.ext#respawn|respawn type]]. This script will replace the default respawn sequence. | | style="text-align: left" | Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" [[Description.ext#respawn|respawn type]]. This script will replace the default respawn sequence. | ||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [ | | style="text-align: left" | <syntaxhighlight lang="cpp">params [ | ||
Line 176: | Line 341: | ||
|- | |- | ||
| style="font-size: 0.8em" | | |||
| style=" | === onPlayerResurrect.sqs === | ||
| style="text-align: left" | Executed when player is respawned in multiplayer mission with "INSTANT" or "BASE" [[Description.ext#respawn|respawn type]]. It will not work if ''dta\scripts\onPlayerResurrect.sqs'' does not exist. | | style="text-align: left" | Executed when player is respawned in multiplayer mission with "INSTANT" or "BASE" [[Description.ext#respawn|respawn type]]. It will not work if ''dta\scripts\onPlayerResurrect.sqs'' does not exist. | ||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_player"];</syntaxhighlight> | | style="text-align: left" | <syntaxhighlight lang="cpp">params ["_player"];</syntaxhighlight> | ||
Line 208: | Line 355: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
| style="text-align: left" | Executed | === pauseOnLoad.sqf === | ||
| style="text-align: left" | Executed when pause menu is activated. | |||
To make it work in MP or Arma 3, use <syntaxhighlight lang="cpp">onPauseScript = "pauseOnLoad.sqf";</syntaxhighlight> in [[Description.ext#onPauseScript|Description.ext]] | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_pauseMenuDisplay"];</syntaxhighlight> | |||
* pauseMenuDisplay: [[Display]] | |||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [ | |||
];</syntaxhighlight> | |||
* | |||
| <!-- OFP --> | | <!-- OFP --> | ||
| <!-- OFPR --> | | <!-- OFPR --> | ||
| <!-- A1 --> | | <!-- A1 --> | ||
| | | ✔ <!-- A2 --> | ||
| | | ✔ <!-- A2OA --> | ||
| | | <!-- A3 --> | ||
| ✔ <!-- TKOH --> | |||
| ✔ | |||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
=== playerKilledScript.sqs === | |||
| style="text-align: left" | Executed locally when player is killed in singleplayer or in multiplayer mission with "NONE" [[Description.ext#respawn|respawn type]]. Overrides default behavior of mission death screen in single player. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script. | | style="text-align: left" | Executed locally when player is killed in singleplayer or in multiplayer mission with "NONE" [[Description.ext#respawn|respawn type]]. Overrides default behavior of mission death screen in single player. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script. | ||
| style="text-align: left" | <syntaxhighlight lang="cpp">params ["_player", "_killer"];</syntaxhighlight> | | style="text-align: left" | <syntaxhighlight lang="cpp">params ["_player", "_killer"];</syntaxhighlight> | ||
Line 329: | Line 386: | ||
|- | |- | ||
| | | style="font-size: 0.8em" | | ||
=== playerRespawnScript.sqs === | |||
| style="text-align: left" | Executed locally and immediately when player is killed in multiplayer mission with "BASE" or "INSTANT" [[Description.ext#respawn|respawn type]]. Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script. | | style="text-align: left" | Executed locally and immediately when player is killed in multiplayer mission with "BASE" or "INSTANT" [[Description.ext#respawn|respawn type]]. Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script. | ||
| style="text-align: left" | <syntaxhighlight lang="cpp">params [ | | style="text-align: left" | <syntaxhighlight lang="cpp">params [ | ||
Line 354: | Line 412: | ||
* [[Script (File)]] | * [[Script (File)]] | ||
* [[Initialization Order]] | |||
* [[SQF syntax]] | |||
* [[SQS syntax]] | * [[SQS syntax]] | ||
Line 364: | Line 422: | ||
[[Category: Operation Flashpoint: Editing]] | [[Category: Operation Flashpoint: Editing]] | ||
[[Category: ArmA: Editing]] | [[Category: ArmA: Editing]] | ||
[[Category:Arma 2: Editing]] | [[Category: Arma 2: Editing]] | ||
[[Category: Arma 3: Editing]] | [[Category: Arma 3: Editing]] | ||
[[Category: Take On Helicopters: Editing]] | [[Category: Take On Helicopters: Editing]] |
Revision as of 15:26, 16 May 2020
Event Scripts are scripts which are executed upon specific events. Not all event scripts are executed directly by the engine.
To use an Event Script, create a file of the given name in the mission directory.
init* scripts | (on)Player* scripts | other scripts |
---|---|---|
Available Scripts
File | Description | Arguments | Present in | ||||||
---|---|---|---|---|---|---|---|---|---|
1.00 | 1.75 | -wrong parameter ("Arma") defined!-1.00 | 1.00 | 1.50 | 1.00 | 1.00 | |||
exit.sqf |
Executed when mission is finished (before debriefing screen). In Arma 3, "ended" mission event handler has the same functionality. | params ["_endType"];
|
✔ | ✔ | ✔ | ✔ | |||
exit.sqs |
Executed when mission is finished (before debriefing screen). In Arma 3, "ended" mission event handler has the same functionality. | params ["_endType"];
|
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
init.sqf |
Executed when mission is started (before briefing screen) | ✔ | ✔ | ✔ | ✔ | ✔ | |||
init.sqs |
Executed when mission is started (before briefing screen) | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
init3DEN.sqf |
Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. | ✔ | |||||||
initIntro.sqf |
Executed when intro, outro win or outro lose is started. | ✔ | ✔ | ✔ | |||||
initIntro.sqs |
Executed when intro, outro win or outro lose is started. | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ||
initJIPcompatible.sqf |
Executed locally by Multiplayer framework when a player joins mission (includes both mission start and JIP). Also executed locally on server at mission start. | ✔ | ✔ | ||||||
initPlayerLocal.sqf |
Executed locally when player joins mission (includes both mission start and JIP). See initialization order for details about when the script is exactly executed. | params ["_player", "_didJIP"];
|
✔ | ||||||
initPlayerServer.sqf |
Executed only on server when a player joins mission (includes both mission start and JIP). See Initialization Order for details about when the script is exactly executed. This script relies on BIS_fnc_execVM and remoteExec. If CfgRemoteExec's class Functions is set to mode = 0 or 1, the script will never be executed. Therefore, initPlayerServer.sqf should be avoided. |
params ["_playerUnit", "_didJIP"];
|
✔ | ||||||
initServer.sqf |
Executed only on server when mission is started. See Initialization Order for details about when the script is exactly executed. | ✔ | |||||||
onFlare.sqs |
Executed when a flare is lit after being fired from grenade launcher. | params ["_colorRGB", "_shooter"];
|
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
onPlayerKilled.sqf |
Executed when player is killed in singleplayer or in multiplayer mission. | params [
"_oldUnit",
"_killer",
"_respawn",
"_respawnDelay"
];
|
✔ | ||||||
onPlayerKilled.sqs |
Executed when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type. | params ["_player", "_killer"];
|
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
onPlayerRespawn.sqf |
Executed locally when player respawns in a multiplayer mission. This event script will also fire at the beginning of a mission if respawnOnStart is 0 or 1, oldUnit will be objNull in this instance. This script will not fire at mission start if respawnOnStart equals -1. | params [
"_newUnit",
"_oldUnit",
"_respawn",
"_respawnDelay"
];
|
✔ | ||||||
onPlayerRespawn.sqs |
Executed when player is killed in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta\scripts\onPlayerRespawn.sqs does not exist. | params [
"_player",
"_killer",
"_respawnDelay"
];
|
✔ | ||||||
onPlayerRespawnAsSeagull.sqs |
Executed when player is killed in multiplayer mission with "SEAGULL" respawn type, or when the type is "GROUP" or "SIDE", but no remaining respawn slots are left. This script will replace the default respawn sequence. | params [
"_player",
"_killer",
"_seagull"
];
|
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
onPlayerRespawnOtherUnit.sqs |
Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence. | params [
"_player",
"_killer",
"_newUnit"
];
|
✔ | ✔ | ✔ | ✔ | ✔ | ✔ | |
onPlayerResurrect.sqs |
Executed when player is respawned in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta\scripts\onPlayerResurrect.sqs does not exist. | params ["_player"];
|
✔ | ||||||
pauseOnLoad.sqf |
Executed when pause menu is activated.
To make it work in MP or Arma 3, use onPauseScript = "pauseOnLoad.sqf";
|
params ["_pauseMenuDisplay"];
|
✔ | ✔ | ✔ | ||||
playerKilledScript.sqs |
Executed locally when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type. Overrides default behavior of mission death screen in single player. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script. | params ["_player", "_killer"];
|
? | ? | ? | ? | ? | ✔ | ? |
playerRespawnScript.sqs |
Executed locally and immediately when player is killed in multiplayer mission with "BASE" or "INSTANT" respawn type. Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script. | params [
"_player",
"_killer",
"_respawnDelay"
];
|
? | ? | ? | ? | ? | ✔ | ? |