Event Scripts: Difference between revisions

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m (Put back my previous layout linking improvements)
(mission start only for initPlayer scripts)
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== Available Scripts ==
== Available Scripts ==


{| class="bikitable"
{| class="wikitable"
! File
! File
! Description
! Description
! Arguments
! Arguments
! {{GVI|ofp|1.00}}
! [[File:ofp_1.00.gif]]
! {{GVI|ofpr|1.75}}
! [[File:ofpr_1.75.gif]]
! {{GVI|arma|1.00}}
! [[File:arma_1.00.gif]]
! {{GVI|arma2|1.00}}
! [[File:arma2_1.00.gif]]
! {{GVI|arma2oa|1.51}}
! [[File:arma2oa_1.51.gif]]
! {{GVI|arma3|1.00}}
! [[File:arma3_1.00.gif]]
! {{GVI|TKOH|1.00}}
! [[File:TKOH_1.00.gif]]


|-
|-
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| ''exit.sqs''
| ''exit.sqs''
| Executed when mission is finished (before debriefing screen). In Arma 3, "ended" [[addMissionEventHandler|mission event handler]] has the same functionality.
| Executed when mission is finished (before debriefing screen). In Arma 3, "ended" [[addMissionEventHandler|mission event handler]] has the same functionality.
| <tt style="white-space:nowrap;">[endType:[[String]]]</tt>
| <code>[endType:[[String]]]</code>
|  <!-- OFP -->
|  <!-- OFP -->
| ✔ <!-- OFPR -->
| ✔ <!-- OFPR -->
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| ''onFlare.sqs''
| ''onFlare.sqs''
| Executed when a flare is lit after being fired from grenade launcher.
| Executed when a flare is lit after being fired from grenade launcher.
| <tt style="white-space:nowrap;">[colorRGB:[[Array]], shooter:[[Object]]]</tt>
| <code>[colorRGB:[[Array]],shooter:[[Object]]]</code>
|  <!-- OFP -->
|  <!-- OFP -->
| ✔ <!-- OFPR -->
| ✔ <!-- OFPR -->
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To make it work in MP, use ''onPauseScript = "myScript.sqf"'' in [[description.ext]]
To make it work in MP, use ''onPauseScript = "myScript.sqf"'' in [[description.ext]]
| <tt style="white-space:nowrap;">[pauseMenuDisplay:[[Display]]]</tt>
| <code>[pauseMenuDisplay:[[Display]]]</code>
|  <!-- OFP -->
|  <!-- OFP -->
|  <!-- OFPR -->
|  <!-- OFPR -->
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| ''onPlayerKilled.sqs''
| ''onPlayerKilled.sqs''
| Executed when player is killed in singleplayer or in multiplayer mission with "NONE" [[description.ext#respawn|respawn type]].
| Executed when player is killed in singleplayer or in multiplayer mission with "NONE" [[description.ext#respawn|respawn type]].
| <tt style="white-space:nowrap;">[player:[[Object]], killer:[[Object]]]</tt>
| <code>[player:[[Object]], killer:[[Object]]]</code>
| ✔ <!-- OFP -->
| ✔ <!-- OFP -->
| ✔ <!-- OFPR -->
| ✔ <!-- OFPR -->
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| ✔ <!-- A2OA -->
| ✔ <!-- A2OA -->
| ✔ <!-- A3 -->
| ✔ <!-- A3 -->
| ✔ <!-- TKOH -->
|-
| ''onPlayerKilled.sqs''
| Executed when player is killed in singleplayer or in multiplayer mission with "NONE" [[description.ext#respawn|respawn type]].
| <tt style="white-space:nowrap;">[player:[[Object]], killer:[[Object]]]</tt>
| ✔ <!-- OFP -->
| ✔ <!-- OFPR -->
| ✔ <!-- A1 -->
| ✔ <!-- A2 -->
| ✔ <!-- A2OA -->
|  <!-- A3 -->
| ✔ <!-- TKOH -->
| ✔ <!-- TKOH -->


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| ''onPlayerRespawnAsSeagull.sqs''
| ''onPlayerRespawnAsSeagull.sqs''
| Executed when player is killed in multiplayer mission with "SEAGULL" [[description.ext#respawn|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.
| Executed when player is killed in multiplayer mission with "SEAGULL" [[description.ext#respawn|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.
| <tt style="white-space:nowrap;">[player:[[Object]], killer:[[Object]], seagull:[[Object]]]</tt>
| <code>[player:[[Object]], killer:[[Object]], seagull:[[Object]]]</code>
| ✔ <!-- OFP -->
| ✔ <!-- OFP -->
| ✔ <!-- OFPR -->
| ✔ <!-- OFPR -->
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| ''onPlayerRespawnOtherUnit.sqs''
| ''onPlayerRespawnOtherUnit.sqs''
| Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" [[description.ext#respawn|respawn type]]. This script will replace the default respawn sequence.
| Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" [[description.ext#respawn|respawn type]]. This script will replace the default respawn sequence.
| <tt style="white-space:nowrap;">[player:[[Object]], killer:[[Object]], newPlayer:[[Object]]]</tt>
| <code>[player:[[Object]], killer:[[Object]], newPlayer:[[Object]]]</code>
| ✔ <!-- OFP -->
| ✔ <!-- OFP -->
| ✔ <!-- OFPR -->
| ✔ <!-- OFPR -->
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|-
|-
| ''initPlayerServer.sqf''
| ''initPlayerServer.sqf''
| Executed only on server when a player joins mission (includes both mission start and JIP). See [[Functions_Library_(Arma_3)#Initialization_Order|initialization order]] for details about when the script is exactly executed.
| Executed only on server when a player joins mission (mission start only). See [[Functions_Library_(Arma_3)#Initialization_Order|initialization order]] for details about when the script is exactly executed.
| <tt style="white-space:nowrap;">[player:[[Object]], didJIP:[[Boolean]]]</tt>
| <code>[player:[[Object]],didJIP:[[Boolean]]]</code>
| <!-- OFP -->
| <!-- OFP -->
| <!-- OFPR -->
| <!-- OFPR -->
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|-
|-
| ''initPlayerLocal.sqf''
| ''initPlayerLocal.sqf''
| Executed locally when player joins mission (includes both mission start and JIP). See [[Functions_Library_(Arma_3)#Initialization_Order|initialization order]] for details about when the script is exactly executed.
| Executed locally when player joins mission (mission start only). See [[Functions_Library_(Arma_3)#Initialization_Order|initialization order]] for details about when the script is exactly executed.
| <tt style="white-space:nowrap;">[player:[[Object]], didJIP:[[Boolean]]]</tt>
| <code>[player:[[Object]],didJIP:[[Boolean]]]</code>
| <!-- OFP -->
| <!-- OFP -->
| <!-- OFPR -->
| <!-- OFPR -->
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| ''onPlayerKilled.sqf''
| ''onPlayerKilled.sqf''
| Executed when player is [[Arma_3_Respawn#Files|killed]] in singleplayer or in multiplayer mission.
| Executed when player is [[Arma_3_Respawn#Files|killed]] in singleplayer or in multiplayer mission.
| <tt style="white-space:nowrap;">[<oldUnit>, <killer>, <respawn>, <respawnDelay>]</tt>
| <code>[<oldUnit>,<killer>,<respawn>,<respawnDelay>]</code>
|  <!-- OFP -->
|  <!-- OFP -->
|  <!-- OFPR -->
|  <!-- OFPR -->
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| ''onPlayerRespawn.sqf''
| ''onPlayerRespawn.sqf''
| Executed locally when player [[Arma_3_Respawn#Files|respawns]] in a multiplayer mission.
| Executed locally when player [[Arma_3_Respawn#Files|respawns]] in a multiplayer mission.
| <tt style="white-space:nowrap;">[<newUnit>, <oldUnit>, <respawn>, <respawnDelay>]</tt>
| <code>[<newUnit>,<oldUnit>,<respawn>,<respawnDelay>]</code>
|  <!-- OFP -->
|  <!-- OFP -->
|  <!-- OFPR -->
|  <!-- OFPR -->
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|}
|}


;Note: Additional init scripts can be executed using functions with [[Functions_Library_(Arma_3)#Attributes|preInit or postInit]] attribute.
Note: Additional init scripts can be executed using functions with [[Functions_Library_(Arma_3)#Attributes|preInit or postInit]] attribute.
 


== See also ==
== See also ==

Revision as of 21:17, 28 August 2014

Event scripts are scripts which are executed by the game engine upon specific events.

To use an event script, create a file of given name in the mission directory.

Available Scripts

File Description Arguments ofp 1.00.gif ofpr 1.75.gif arma 1.00.gif arma2 1.00.gif arma2oa 1.51.gif arma3 1.00.gif TKOH 1.00.gif
init.sqs Executed when mission is started (before briefing screen)
init.sqf Executed when mission is started (before briefing screen)
initIntro.sqf Executed when intro, outro win or outro lose is started.
exit.sqs Executed when mission is finished (before debriefing screen). In Arma 3, "ended" mission event handler has the same functionality. [endType:String]
onFlare.sqs Executed when a flare is lit after being fired from grenade launcher. [colorRGB:Array,shooter:Object]
pauseOnLoad.sqf Executed when pause menu is activated.

To make it work in MP, use onPauseScript = "myScript.sqf" in description.ext

[pauseMenuDisplay:Display]
onPlayerKilled.sqs Executed when player is killed in singleplayer or in multiplayer mission with "NONE" respawn type. [player:Object, killer:Object]
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. [player:Object, killer:Object, seagull:Object]
onPlayerRespawnOtherUnit.sqs Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence. [player:Object, killer:Object, newPlayer:Object]
initJIPcompatible.sqf Executed by Multiplayer framework on all machines when a player joins mission (includes both mission start and JIP).
initServer.sqf Executed only on server when mission is started. See initialization order for details about when the script is exactly executed.
initPlayerServer.sqf Executed only on server when a player joins mission (mission start only). See initialization order for details about when the script is exactly executed. [player:Object,didJIP:Boolean]
initPlayerLocal.sqf Executed locally when player joins mission (mission start only). See initialization order for details about when the script is exactly executed. [player:Object,didJIP:Boolean]
onPlayerKilled.sqf Executed when player is killed in singleplayer or in multiplayer mission. [<oldUnit>,<killer>,<respawn>,<respawnDelay>]
onPlayerRespawn.sqf Executed locally when player respawns in a multiplayer mission. [<newUnit>,<oldUnit>,<respawn>,<respawnDelay>]

Note: Additional init scripts can be executed using functions with preInit or postInit attribute.


See also