Description
This command will execute the provided code on the server whenever a player connects to a multiplayer session.
Note
Arma 3: Since Arma 3 v1.58 a stackable MissionEventHandler is available and should be used: PlayerConnected. Before that, the functions BIS_fnc_addStackedEventHandler and BIS_fnc_removeStackedEventHandler should be used instead in order to keep compatibility between official and community content.
Syntax
onPlayerConnected code
Parameters:
code: String or Code - has access to the following variables:- _id: Number - is the unique DirectPlay ID. Quite useless as the number is too big for in-built string representation and gets rounded. It is also the same id used for user placed markers.
- _uid: String - is getPlayerUID of the joining player. In Arma 3 it is also the same as Steam ID.
- _name: String - is profileName of the joining player.
- Arma 3 v1.50 _jip: Boolean - is a flag that indicates whether or not the player joined after the mission has started (Joined In Progress). true when the player is JIP, otherwise false.
- Arma 3 v1.50 _owner: Number - is owner id of the joining player. Can be used for kick or ban purposes or just for publicVariableClient.
- Arma 3 v1.96 _idstr: String - same as
_idbut in string format, so could be exactly compared to user marker ids.
Returns: Nothing
Examples
Example 1
onPlayerConnected "[_id, _name] execVM 'PlayerConnected.sqf';";
Example 2
onPlayerConnected { diag_log [_id, _uid, _name] };
Example 3
From Arma 3 v1.49:
onPlayerConnected {
somevar = random 123;
_owner publicVariableClient "somevar";
// this will define "somevar" to a random value on the joining machine
};
Multiplayer
Important
A player with the _name
__SERVER__will also connect to a multiplayer game, executing code.