Event Scripts: Difference between revisions
Jump to navigation
Jump to search
m (added to event handlers category) |
m (→Available Scripts: onPlayerKilled passed array) |
||
Line 27: | Line 27: | ||
; onPlayerKilled | ; onPlayerKilled | ||
: Launched when the player dies permanently, and does not become a [[seagull]]. | : Launched when the player dies permanently, and does not become a [[seagull]]. | ||
: | |||
: Passed an array: [player, killer] | |||
::player: [[object]] - the player killed | |||
::killer: [[object]] - the unit that killed player - is the player in suicide/collision case | |||
: | : | ||
: This script replaces the default death sequence. Make sure you place the command [[enableEndDialog]] somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear. | : This script replaces the default death sequence. Make sure you place the command [[enableEndDialog]] somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear. | ||
Line 36: | Line 40: | ||
: Passed an array: [player, killer, seagull] | : Passed an array: [player, killer, seagull] | ||
::player: [[object]] - the player killed | ::player: [[object]] - the player killed | ||
::killer: [[object]] - the unit that killed player | ::killer: [[object]] - the unit that killed player - is the player in suicide/collision case | ||
::seagull: [[object]] - the seagull the player is about to possess. | ::seagull: [[object]] - the seagull the player is about to possess. | ||
: | : |
Revision as of 18:21, 17 January 2010
Event scripts are scripts which are fired by the game engine upon specific events. These scripts can be written in SQS syntax or SQF syntax (Armed Assault only, recommended).
The file extensions of the script depend on the used syntax. If you are using SQS syntax, the file extension is .sqs, else .sqf.
Note that the onPlayerKilled script must be in sqs syntax - if you write an onPlayerKilled.sqf, it won't be executed - the default onPlayerKilled.sqs contained in the ca.pbo file will get executed instead.
Available Scripts
- init
- Launched when mission is started (before briefing screen).
- initIntro (since version 1.50)
- Launched when intro is started .
- exit (since version 1.50)
- Launched when mission is finished (before debriefing screen).
- One argument of type Number is passed to the script: The number of game end.
- onFlare (since version 1.45)
- Launched when illuminating shell is lit.
- An array is passed to the script: [[r, g, b], gunner]
- onPlayerKilled
- Launched when the player dies permanently, and does not become a seagull.
- Passed an array: [player, killer]
- This script replaces the default death sequence. Make sure you place the command enableEndDialog somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear.
- In Armed Assault, this script is only executed if Respawn in Description.ext is set to NONE (0). If respawn is set to some other value, then the onPlayerKilled script is not executed.
- onPlayerRespawnAsSeagull
- Launched when the player dies and becomes a seagull.
- Passed an array: [player, killer, seagull]
- This script will replace the default seagulling sequence. Make sure you place the command enableEndDialog somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear.
- In Armed Assault, this script is only executed if Respawn in Description.ext is set to BIRD(1), or to GROUP (4) and all the group is dead.
- onPlayerRespawnOtherUnit
- Launched when the player dies and respawns into another unit member.
- Passed an array: [player, killer, new]
- This script will replace the default respawn sequence.
- In Armed Assault, this script is only executed if Respawn in Description.ext is set to GROUP (4) and there is another group member still alive.