Initialisation Order: Difference between revisions
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Whenever a mission is launched (or [[Multiplayer Scripting#Join In Progress|joined]] in Multiplayer) certain tasks are performed to ensure the mission's various components are initialised correctly and that everyone is synced in multiplayer games (particularly [[Multiplayer Scripting#Join In Progress|JIP]] players). | |||
Initialisation order refers to the order in which those tasks are executed and it is important to take into account when setting up the start of a mission. | |||
[[Event Scripts]] are a key part of a mission's initialisation order and will be utilised often when working with [[SQF Syntax|SQF]]. | |||
{| class="wikitable" style="float: right; margin: 0 0 0.5em 1.5em" | |||
{| class=" | |||
|+ Key | |+ Key | ||
!Item | ! Item | ||
!Meaning | ! Meaning | ||
|- | |- | ||
| | | style="background-color: #95F0AD" | | ||
|Single Player Only | | Single Player Only | ||
|- | |- | ||
| | | style="background-color: #95DEF0" | | ||
|Multiplayer Only | | Multiplayer Only | ||
|- | |- | ||
| | | style="background-color: #DEF0AD" | | ||
|Order is not guaranteed | | Order is not guaranteed | ||
|} | |} | ||
Take note that the order of initialisation is different in single player and multiplayer environments. If an entry is unmarked then it applies to both. | |||
{{Feature|informative| | |||
In multiplayer the following is relevant to every machine including the server and [[Arma 3: Headless Client|headless clients]]. | |||
If the server is non-dedicated then it should be considered both a server and client. | |||
}} | |||
{| class=" | {{Clear}} | ||
== {{arma3}} == | |||
|+ Order of | |||
{| class="wikitable" | |||
|+ Order of Initialisation (From First to Last) | |||
! Task | ! Task | ||
! Applies To | ! Applies To | ||
Line 37: | Line 38: | ||
! Notes | ! Notes | ||
|- | |- | ||
|Functions with ''recompile'' attribute are recompiled | | Functions with ''recompile'' attribute are recompiled | ||
|All | | All | ||
| | | {{Icon|checked}} | ||
|[[Functions Library | | [[Arma 3: Functions Library]] | ||
| | | | ||
| | | | ||
|- | |- | ||
|Functions with ''preInit'' attribute are called | | Functions with ''preInit'' attribute are called | ||
|All | | All | ||
| | | {{Icon|checked}} | ||
|[[Functions Library | | [[Arma 3: Functions Library]] | ||
|[[Scheduler# | | [[Scheduler#Unscheduled Environment|Unscheduled]] | ||
| | | | ||
|- | |- | ||
|Object Init Event Handlers are called | | Object Init Event Handlers are called | ||
|All | | All | ||
| {{Icon|unchecked}} | |||
| | | | ||
| [[Scheduler#Unscheduled Environment|Unscheduled]] | |||
|[[Scheduler# | |||
| | | | ||
|- | |- | ||
|Expressions of Eden Editor entity attributes are called | | Expressions of Eden Editor entity attributes are called | ||
| | | Server | ||
| | | {{Icon|unchecked}} | ||
|[[Eden Editor: Configuring Attributes]] | | [[Eden Editor: Configuring Attributes]] | ||
|[[Scheduler# | | [[Scheduler#Unscheduled Environment|Unscheduled]] | ||
| | | <sqf inline>isPlayer _entity</sqf> does not return [[true]] immediately. Once the entity has become a [[player]], it is transfered to the client. | ||
|- | |- | ||
|Object | | Object initialisation fields are called | ||
|All | | All | ||
| | | {{Icon|checked}} | ||
| | |||
| [[Scheduler#Unscheduled Environment|Unscheduled]] | |||
| | | | ||
|[[ | |- style="background-color: #95F0AD" | ||
| [[Event Scripts#init.sqs|init.sqs]] is executed | |||
| Singleplayer | |||
| {{n/a}} | |||
| [[Event Scripts]] | |||
| | | | ||
| | | | ||
|- | |- style="background-color: #95F0AD" | ||
| [[Event Scripts#init.sqf|init.sqf]] is executed | |||
| | | Singleplayer | ||
| | | {{n/a}} | ||
| [[Event Scripts]] | |||
| [[Scheduler#Scheduled Environment|Scheduled]]<ref name="enginewaits">Note '''in single player''' that while the environment is [[Scheduler#Scheduled Environment|Scheduled]] ([[canSuspend]] returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an [[Scheduler#Unscheduled Environment|Unscheduled environment]] - infinite loops will freeze the game, [[uiSleep]] may pause the game for up to ~20s (postInit), [[waitUntil]] can cause catastrophic issues, etc.</ref> | |||
| | | | ||
|- | |- | ||
|Expressions of Eden Editor scenario attributes are called | | Expressions of Eden Editor scenario attributes are called | ||
| All | | All | ||
| | | {{Icon|checked}} | ||
|[[Eden Editor: Configuring Attributes]] | | [[Eden Editor: Configuring Attributes]] | ||
|[[Scheduler# | | [[Scheduler#Unscheduled Environment|Unscheduled]] | ||
| [[player | | [[player]] is not available immediately. | ||
|- | |- style="background-color: #95DEF0" | ||
|Persistent functions are called | | Persistent functions are called | ||
|Client | | Client | ||
| | | {{Icon|checked}} | ||
|[[BIS_fnc_MP]] | | [[Arma 3: Remote Execution]], [[BIS_fnc_MP]] | ||
| | | | ||
| | | | ||
|- | |- | ||
|Modules are | | Modules are initialised | ||
|All | | All | ||
| {{Icon|unchecked}} | |||
| | | | ||
| | | | ||
| | | | ||
|- style="background-color: #DEF0AD" | |||
| [[Event Scripts#initServer.sqf|initServer.sqf]] is executed | |||
| Server | |||
| {{n/a}} | |||
| [[Event Scripts]] | |||
| [[Scheduler#Scheduled Environment|Scheduled]] | |||
| | | | ||
|- | |- style="background-color: #DEF0AD" | ||
| [[Event Scripts#initPlayerLocal.sqf|initPlayerLocal.sqf]] is executed | |||
| | | Client | ||
| | | {{Icon|checked}} | ||
| [[Event Scripts]] | |||
| [[Scheduler#Scheduled Environment|Scheduled]] | |||
| | | | ||
|- | |- style="background-color: #DEF0AD" | ||
| [[Event Scripts#initPlayerServer.sqf|initPlayerServer.sqf]] is executed on the server | |||
| Client | |||
| | | {{Icon|checked}} | ||
| [[Event Scripts]] | |||
| [[Scheduler#Scheduled Environment|Scheduled]] | |||
| | | | ||
|- | |- | ||
| | | Functions with ''postInit'' attribute are called | ||
| | | All | ||
| | | {{Icon|checked}} | ||
| [[Arma 3: Functions Library]] | |||
| [[Scheduler#Scheduled Environment|Scheduled]]<ref name="enginewaits"/> | |||
| | | | ||
|- | |- | ||
| "BIS_fnc_init" variable is set to true | |||
| All | |||
| {{Icon|checked}} | |||
| [[Arma 2: Functions Library]] | |||
|"BIS_fnc_init" variable is set to true | |||
|All | |||
| | |||
| | |||
| | | | ||
| | | | ||
|- | |- style="background-color: #95DEF0" | ||
| [[Event Scripts#init.sqs|init.sqs]] is executed | |||
| | | Multiplayer | ||
| | | {{Icon|checked}} | ||
| [[Event Scripts]] | |||
| [[Scheduler#Scheduled Environment|Scheduled]] | |||
| | | | ||
|- | |- style="background-color: #95DEF0" | ||
| [[Event Scripts#init.sqf|init.sqf]] is executed | |||
| | | Multiplayer | ||
| | | {{Icon|checked}} | ||
| [[Event Scripts]] | |||
| [[Scheduler#Scheduled Environment|Scheduled]] | |||
| | | | ||
|} | |} | ||
[[Category: | |||
[[Category: | [[Category:Mission Editing]] | ||
[[Category: Scripting Topics]] |
Latest revision as of 10:38, 6 May 2024
Whenever a mission is launched (or joined in Multiplayer) certain tasks are performed to ensure the mission's various components are initialised correctly and that everyone is synced in multiplayer games (particularly JIP players). Initialisation order refers to the order in which those tasks are executed and it is important to take into account when setting up the start of a mission.
Event Scripts are a key part of a mission's initialisation order and will be utilised often when working with SQF.
Item | Meaning |
---|---|
Single Player Only | |
Multiplayer Only | |
Order is not guaranteed |
Take note that the order of initialisation is different in single player and multiplayer environments. If an entry is unmarked then it applies to both.
Arma 3
Task | Applies To | JIP | Related To | Exec Environment | Notes |
---|---|---|---|---|---|
Functions with recompile attribute are recompiled | All | Arma 3: Functions Library | |||
Functions with preInit attribute are called | All | Arma 3: Functions Library | Unscheduled | ||
Object Init Event Handlers are called | All | Unscheduled | |||
Expressions of Eden Editor entity attributes are called | Server | Eden Editor: Configuring Attributes | Unscheduled | isPlayer _entity does not return true immediately. Once the entity has become a player, it is transfered to the client. | |
Object initialisation fields are called | All | Unscheduled | |||
init.sqs is executed | Singleplayer | N/A | Event Scripts | ||
init.sqf is executed | Singleplayer | N/A | Event Scripts | Scheduled[1] | |
Expressions of Eden Editor scenario attributes are called | All | Eden Editor: Configuring Attributes | Unscheduled | player is not available immediately. | |
Persistent functions are called | Client | Arma 3: Remote Execution, BIS_fnc_MP | |||
Modules are initialised | All | ||||
initServer.sqf is executed | Server | N/A | Event Scripts | Scheduled | |
initPlayerLocal.sqf is executed | Client | Event Scripts | Scheduled | ||
initPlayerServer.sqf is executed on the server | Client | Event Scripts | Scheduled | ||
Functions with postInit attribute are called | All | Arma 3: Functions Library | Scheduled[1] | ||
"BIS_fnc_init" variable is set to true | All | Arma 2: Functions Library | |||
init.sqs is executed | Multiplayer | Event Scripts | Scheduled | ||
init.sqf is executed | Multiplayer | Event Scripts | Scheduled |
- ↑ 1.0 1.1 Note in single player that while the environment is Scheduled (canSuspend returns true), the engine seems to wait until the script is done executing, essentially behaving similarly to an Unscheduled environment - infinite loops will freeze the game, uiSleep may pause the game for up to ~20s (postInit), waitUntil can cause catastrophic issues, etc.