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)