Event Scripts: Difference between revisions

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<b>onFlare.sqs</b> - Launched when illuminating shell is lit (since version 1.45).<br>
<b>onFlare.sqs</b> - Launched when illuminating shell is lit (since version 1.45).<br>
- Arguments: [[r, g, b], gunner] - r, g, b is light color.
- Arguments: [[r, g, b], gunner] - r, g, b is light color.
<b>onPlayerKilled.sqs</b> - Launched when the player is killed.
This script replaces the default death sequence.<br>
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.




[[Category: Scripting_Topics ]]
[[Category: Scripting_Topics ]]

Revision as of 17:28, 15 April 2006

Description:

There are some scripts in the game which are launched when some event occurs.
Some of them have names given by mission designer - scripted waypoint, particle scripts (since version 1.50) and user action scripts.

Names of others are given by the program.

init.sqs - Launched when mission is started (before briefing screen).
- No arguments

initIntro.sqs - Launched when intro is started (since version 1.50).
- No arguments

exit.sqs - Launched when mission is finished (before debriefing screen, since version 1.50).
- Argument: end # - number of game end.

onFlare.sqs - Launched when illuminating shell is lit (since version 1.45).
- Arguments: [[r, g, b], gunner] - r, g, b is light color.

onPlayerKilled.sqs - Launched when the player is killed.

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.