Eventscripts

admin 1/25/2022
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Builds Page Latest Announced Builds. Public Beta (2011-04-15) Version: 2.1.1.366. A Source.Python plugin that is able to run EventScripts addons. Development status. Most of the work is already done. The following is a list of things that need to be done. Add the possibility to unload the emulator.

Eventscripts


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* scriptsother scriptssee also

Available Scripts

FilePresent in
1.001.751.001.001.511.001.00

exit.sqf

Executed when mission is finished (before debriefing screen). In Arma 3, 'ended' mission event handler has the same functionality.

  • endType: String

exit.sqs

Executed when mission is finished (before debriefing screen). In Arma 3, 'ended' mission event handler has the same functionality.

  • endType: String

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 Arma 2: 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 exactly the script is executed.

  • player: Object
  • didJIP: Boolean

initPlayerServer.sqf

Executed only on server when a player joins mission (includes both mission start and JIP). See Initialization Order for details about when exactly the script is 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.

  • playerUnit: Object
  • didJIP: Boolean

initServer.sqf

Executed only on server when mission is started. See Initialization Order for details about when exactly the script is executed.

missionFlow.fsm

Executed on post-init when mission is started. See BIS_fnc_missionFlow.

onFlare.sqs

Executed when a flare is lit after being fired from grenade launcher.

  • colorRGB: Color (RGBA)
  • shooter: Object

onPlayerKilled.sqf

Executed when player is killed in singleplayer or in multiplayer mission.

  • oldUnit: Object
  • killer: Object
  • respawnType: Number
  • respawnDelay: Number

onPlayerKilled.sqs

Executed when player is killed in singleplayer or in multiplayer mission with 'NONE' respawn type.

  • player: Object
  • killer: Object

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.

  • newUnit: Object
  • oldUnit: Object
  • respawnType: Number
  • respawnDelay: Number

onPlayerRespawn.sqs

Executed when player is killed in multiplayer mission with 'INSTANT' or 'BASE' respawn type. It will not work if dtascriptsonPlayerRespawn.sqs does not exist.

  • player: Object
  • killer: Object
  • respawnDelay: Number

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.

playerRespawnSeagullScript.sqs in Arma 3.
  • 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.

playerRespawnOtherUnit.sqs in Arma 3.
  • player: Object
  • killer: Object
  • newUnit: Object

onPlayerResurrect.sqs

Executed when player is respawned in multiplayer mission with 'INSTANT' or 'BASE' respawn type. It will not work if dtascriptsonPlayerResurrect.sqs does not exist.

playerResurrectScript.sqs in Arma 3.
  • player: Object

pauseOnLoad.sqf

Executed when pause menu is activated.

To make it work in MP or Arma 3, use in Description.ext
  • pauseMenuDisplay: Display

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.

  • player: Object
  • killer: Object
??????

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.

  • player: Object
  • killer: Object
  • respawnDelay: Number
??????

teamSwitchScript.sqs

Executed after a Team Switch is done. Not triggered by selectPlayer.

  • oldUnit: Object
  • newUnit: Object
Additional init scripts can be executed using functions with preInit or postInit attribute.

Event Script Sample


Eventscripts Mac

Default scripts location

GamePath
1.00DTA/scripts.pbo
1.00Ca.pbo/data/scripts
1.00
1.51
1.00functions_f.pbo/scripts
1.00data_h.pbo/data/scripts

Event Scripts Psychology

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