Event Scripts: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) (Add anchorable script names and TOC) |
Lou Montana (talk | contribs) m (Add __NOEDITSECTION__ to prevent wonky edits and keep the column width small) |
||
Line 1: | Line 1: | ||
__NOTOC__ | __NOTOC__ | ||
__NOEDITSECTION__ | |||
[[Event Scripts]] are [[Script (File)|scripts]] which are executed upon specific events. Not all event scripts are executed directly by the engine.<br> | [[Event Scripts]] are [[Script (File)|scripts]] which are executed upon specific events. Not all event scripts are executed directly by the engine.<br> | ||
Revision as of 16:00, 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"
];
|
? | ? | ? | ? | ? | ✔ | ? |