Event Scripts – Talk
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T_D, good work, but a little 'old news'. Feel free to update the Biki http://community.bistudio.com/wiki/Event_Scripts if you want. | |||
Loophole, unfortunately there are no specific event handlers for instant respawn and base respawn. [[User:Sy|Sy]] 23:28, 9th April 2007 (NZST) | |||
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There are probably event handler scripts that fire when a player respawns instantly,and respawns at base, but I can't find any indication of what they might be called. The obvious names; onPlayerRespawn and onPlayerRespawnBase, don't appear to be it. | There are probably event handler scripts that fire when a player respawns instantly,and respawns at base, but I can't find any indication of what they might be called. The obvious names; onPlayerRespawn and onPlayerRespawnBase, don't appear to be it. | ||
[[User:Loophole|Loophole]] 15:12, 6 April 2007 (CEST) | [[User:Loophole|Loophole]] 15:12, 6 April 2007 (CEST) | ||
:Found something interesting in dta\BIN\config.bin: | |||
playerKilledScript = "onPlayerKilled.sqs"; | |||
playerRespawnScript = "onPlayerRespawn.sqs"; | |||
playerRespawnOtherUnitScript = "onPlayerRespawnOtherUnit.sqs"; | |||
playerRespawnSeagullScript = "onPlayerRespawnAsSeagull.sqs"; | |||
playerResurrectScript = "onPlayerResurrect.sqs"; | |||
teamSwitchScript = "onTeamSwitch.sqs"; | |||
--[[User:T D|T_D]] 18:39, 7 April 2007 (CEST) | |||
== onFlare == | |||
onFlare seems not to work in Armed Assault --[[User:Crowe|Crowe]] 06:08, 1 November 2007 (CET) | |||
== initPlayerLocal.sqf on JIP == | |||
<s>Just had some issues in my current WIP where this script didn't seem to be executed on JIP, yet there appears to be a didJIP boolean argument. Can someone else test this script out for JIP compatibility?</s> --[[User:SilentSpike|SilentSpike]] ([[User talk:SilentSpike|talk]]) 21:23, 28 August 2014 (CEST) | |||
:Nevermind, seems as though it does fire on JIP. There's just some kind of timing issue with trying to create map markers during a JIP. | |||
== onPlayerKilled.sqs == | |||
There are two entries for onPlayerKilled.sqs with conflicting check boxes. | |||
:Yeah it was added by mistake, removed, added again... I removed it [[User:Killzone_Kid|Killzone_Kid]] ([[User talk:Killzone_Kid|talk]]) 09:36, 9 February 2015 (CET) | |||
== 21.11.15 edit == | |||
*''initIntro.sqf'' | |||
*''onPlayerRespawn.sqs'' | |||
*''onPlayerResurrect.sqs'' | |||
I have tested on | |||
* OFP 1.96, | |||
* CWA 1.99, | |||
* A2 1.09.78183 | |||
* A3 1.52.132676. | |||
Could you check it in A1, A2OA, TKOH? | |||
Also how about adding "startup.sqs" to this page? | |||
--[[User:Faguss|Faguss]] ([[User talk:Faguss|talk]]) 15:49, 21 November 2015 (CET) | |||
== respawnOnStart == | |||
For Zeus player, it return the 3den's Unit and not objNull . If such is deleted, the Zeus gets Unassigned . This is *** bothering to fix for deleting player bodies, adding them to editableObejcts and selectPalyer-ing . | |||
[[User:Ilias38rus|Ilias38rus]] ([[User talk:Ilias38rus|talk]]) 04:51, 26 February 2021 (CET) |
Latest revision as of 13:48, 12 March 2024
T_D, good work, but a little 'old news'. Feel free to update the Biki http://community.bistudio.com/wiki/Event_Scripts if you want.
Loophole, unfortunately there are no specific event handlers for instant respawn and base respawn. Sy 23:28, 9th April 2007 (NZST)
There are probably event handler scripts that fire when a player respawns instantly,and respawns at base, but I can't find any indication of what they might be called. The obvious names; onPlayerRespawn and onPlayerRespawnBase, don't appear to be it. Loophole 15:12, 6 April 2007 (CEST)
- Found something interesting in dta\BIN\config.bin:
playerKilledScript = "onPlayerKilled.sqs"; playerRespawnScript = "onPlayerRespawn.sqs"; playerRespawnOtherUnitScript = "onPlayerRespawnOtherUnit.sqs"; playerRespawnSeagullScript = "onPlayerRespawnAsSeagull.sqs"; playerResurrectScript = "onPlayerResurrect.sqs"; teamSwitchScript = "onTeamSwitch.sqs";
--T_D 18:39, 7 April 2007 (CEST)
onFlare
onFlare seems not to work in Armed Assault --Crowe 06:08, 1 November 2007 (CET)
initPlayerLocal.sqf on JIP
Just had some issues in my current WIP where this script didn't seem to be executed on JIP, yet there appears to be a didJIP boolean argument. Can someone else test this script out for JIP compatibility? --SilentSpike (talk) 21:23, 28 August 2014 (CEST)
- Nevermind, seems as though it does fire on JIP. There's just some kind of timing issue with trying to create map markers during a JIP.
onPlayerKilled.sqs
There are two entries for onPlayerKilled.sqs with conflicting check boxes.
- Yeah it was added by mistake, removed, added again... I removed it Killzone_Kid (talk) 09:36, 9 February 2015 (CET)
21.11.15 edit
- initIntro.sqf
- onPlayerRespawn.sqs
- onPlayerResurrect.sqs
I have tested on
- OFP 1.96,
- CWA 1.99,
- A2 1.09.78183
- A3 1.52.132676.
Could you check it in A1, A2OA, TKOH?
Also how about adding "startup.sqs" to this page? --Faguss (talk) 15:49, 21 November 2015 (CET)
respawnOnStart
For Zeus player, it return the 3den's Unit and not objNull . If such is deleted, the Zeus gets Unassigned . This is *** bothering to fix for deleting player bodies, adding them to editableObejcts and selectPalyer-ing .
Ilias38rus (talk) 04:51, 26 February 2021 (CET)