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 | see also |
---|
This community is for scripters or fans of EventScripts for Valve's Source games.EventScripts is the most popular scripting engine for Source, running on 9000 game servers globally with over 850 addons available. EventScripts has one of the most helpful, friendly communities in gaming. Feel free to join! EventScripts - huge script database (searchable) 3rd Party Information for Steam Publishing Description. EventScripts is a free game scripting plugin for the Source engine. Aimed at first-time scripters, EventScripts is one of the most popular Source scripting engines, running on thousands of dedicated game servers worldwide.
- EventScripts collection. Description: Provides read and write access to all event handling scripts provided for all shapes, documents and Dashboard sections with event handlers. The EventScript object has three properties: Name, Script, and Type, and no methods.
- Eventscriptsexamples07.zip - 2011-04-03 10:40:13; Build Archives. EventScripts 2.1 Branch.
Available Scripts
File | Present in | ||||||
---|---|---|---|---|---|---|---|
1.00 | 1.75 | 1.00 | 1.00 | 1.51 | 1.00 | 1.00 | |
exit.sqfExecuted when mission is finished (before debriefing screen). In Arma 3, 'ended' mission event handler has the same functionality.
| |||||||
exit.sqsExecuted when mission is finished (before debriefing screen). In Arma 3, 'ended' mission event handler has the same functionality.
| |||||||
init.sqfExecuted when mission is started (before briefing screen) | |||||||
init.sqsExecuted when mission is started (before briefing screen) | |||||||
init3DEN.sqfExecuted when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. | |||||||
initIntro.sqfExecuted when intro, outro win or outro lose is started. | |||||||
initIntro.sqsExecuted when intro, outro win or outro lose is started. | |||||||
initJIPcompatible.sqfExecuted 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.sqfExecuted locally when player joins mission (includes both mission start and JIP). See Initialization Order for details about when exactly the script is executed.
| |||||||
initPlayerServer.sqfExecuted 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.
| |||||||
initServer.sqfExecuted only on server when mission is started. See Initialization Order for details about when exactly the script is executed. | |||||||
missionFlow.fsmExecuted on post-init when mission is started. See BIS_fnc_missionFlow. | |||||||
onFlare.sqsExecuted when a flare is lit after being fired from grenade launcher.
| |||||||
onPlayerKilled.sqfExecuted when player is killed in singleplayer or in multiplayer mission.
| |||||||
onPlayerKilled.sqsExecuted when player is killed in singleplayer or in multiplayer mission with 'NONE' respawn type.
| |||||||
onPlayerRespawn.sqfExecuted 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.
| |||||||
onPlayerRespawn.sqsExecuted when player is killed in multiplayer mission with 'INSTANT' or 'BASE' respawn type. It will not work if dtascriptsonPlayerRespawn.sqs does not exist.
| |||||||
onPlayerRespawnAsSeagull.sqsExecuted 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.
| |||||||
onPlayerRespawnOtherUnit.sqsExecuted 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.
| |||||||
onPlayerResurrect.sqsExecuted 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.
| |||||||
pauseOnLoad.sqfExecuted when pause menu is activated. To make it work in MP or Arma 3, use in Description.ext
| |||||||
playerKilledScript.sqsExecuted 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.
| ? | ? | ? | ? | ? | ? | |
playerRespawnScript.sqsExecuted 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.
| ? | ? | ? | ? | ? | ? | |
teamSwitchScript.sqsExecuted after a Team Switch is done. Not triggered by selectPlayer.
|
Default scripts location
Es_tools
Game | Path |
---|---|
1.00 | DTA/scripts.pbo |
1.00 | Ca.pbo/data/scripts |
1.00 | |
1.51 | |
1.00 | functions_f.pbo/scripts |
1.00 | data_h.pbo/data/scripts |
Eventscripts Css
EventScripts is a simple application for triggering AppleScripts or shell scripts whenever certain events occur. Perhaps you would like to execute a script every time the track changes in iTunes, or whenever your Internet connection drops? Maybe you'd like to trigger a script every time the location of your computer changes? Or maybe you'd like to be able to trigger scripts on your Mac from your iPhone, iPad or iPod?
Eventscripts Mac
All these and much more are possible with EventScripts, and its free companion iOS application EventScripts Mobile. EventScripts also passes parameters to the scripts that it executes that provide additional information about the event that triggered execution. Our Web site contains many useful example scripts as well as full details of the events that EventScripts supports, and the parameters it passes for each event.
The events that EventScripts supports include: location changes; internet connectivity changes; application launches and quits, computer shutdown, sleep and wake; screen sleep, wake, and locking; screensaver start and stop; time machine backup completion; desktop picture changes; spaces changes; iTunes track changes; screenshot generation, volume mounting and ejection, and moreā¦ Check our Web site for the full list!