NOTOC____NOEDITSECTION
| + Default Scripts Location | Game | Path |
| Operation Flashpoint v1.00 | DTA/scripts.pbo |
|
| Armed Assault v1.00 | Ca.pbo/data/scripts |
|
| Arma 2 v1.00 | ||
| Arma 2: Operation Arrowhead v1.50 | ||
| Arma 3 v1.00 | functions_f.pbo/scripts |
|
| Take On Helicopters v1.00 | data_h.pbo/data/scripts |
Event Scripts are scripts that 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.
Note
- See Initialisation Order to learn when initialisation scripts are executed.
- Additional initialisation scripts can be executed using functions with preInit or postInit attribute.
Available Scripts
| File | Present in | Details | ||||||
|---|---|---|---|---|---|---|---|---|
| Operation Flashpoint v1.00 | Operation Flashpoint: Resistance v1.75 | Armed Assault v1.00 | Arma 2 v1.00 | Arma 2: Operation Arrowhead v1.50 | Arma 3 v1.00 | Take On Helicopters v1.00 | Can suspend | |
| #### exit.sqf Executed when mission is finished (before debriefing screen). In Arma 3, see also "Ended" and "MPEnded" Mission Event Handlers. sqf- endType: String |
✓ | ✓ | ✓ | ✓ | ✓ | |||
| #### exit.sqs Executed when mission is finished (before debriefing screen). In Arma 3, see also "Ended" and "MPEnded" Mission Event Handlers. sqf- 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. > [!NOTE] > Arma 3: Functional in Arma 3 only for intro. |
✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
| #### initIntro.sqs Executed when intro, outro win or outro lose is started. > [!NOTE] > Arma 3: Functional in Arma 3 only for intro. |
✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
| #### 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 Initialisation Order for details about when exactly the script is executed. sqf- player: Object - didJIP: Boolean |
✓ | ✓ | ||||||
| #### initPlayerServer.sqf Executed only on server when a player joins mission (includes both mission start and JIP). See Initialisation 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 - use this method instead.sqf- playerUnit: Object - didJIP: Boolean |
✓ | ✓ | ||||||
| #### initServer.sqf Executed only on server when mission is started. See Initialisation 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. sqf- colorRGB: Color (RGBA) - shooter: Object - Arma 3 v2.10 projectile: Object - the flare itself - Arma 3 v2.18 instigator: Object - shot instigator |
✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ||
| #### onPlayerKilled.sqf Executed when player is killed in singleplayer or in multiplayer mission. sqf- 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. sqf- 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. sqf- 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 dta\scripts\onPlayerRespawn.sqs does not exist. sqf- 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. > [!NOTE] > Arma 3: onPlayerRespawnAsSeagull.sqs was renamed to 1. playerRespawnSeagullScript.sqs in Arma 3.sqf- 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. > [!NOTE] > Arma 3: onPlayerRespawnOtherUnit.sqs was renamed to 1. playerRespawnOtherUnit.sqs in Arma 3.sqf- 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 dta\scripts\onPlayerResurrect.sqs does not exist.> [!NOTE] > Arma 3: onPlayerResurrect.sqs was renamed to 1. playerResurrectScript.sqs in Arma 3.sqf- player: Object |
✓ | ✗ | ||||||
| #### pauseOnLoad.sqf Executed when pause menu is activated. To make it work in MP or Arma 3, use onPauseScript = "pauseOnLoad.sqf"; in Description.ext.sqf- 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. sqf- 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. sqf- player: Object - killer: Object - respawnDelay: Number |
✓ | |||||||
| #### playerRespawnSeagullScript.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. > [!NOTE] > Arma 3: 1. onPlayerRespawnAsSeagull.sqs was renamed to playerRespawnSeagullScript.sqs in Arma 3.sqf- player: Object - killer: Object - seagull: Object |
✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | |
| #### playerRespawnOtherUnit.sqs Executed when player is killed in multiplayer mission with "GROUP" or "SIDE" respawn type. This script will replace the default respawn sequence. > [!NOTE] > Arma 3: 1. onPlayerRespawnOtherUnit.sqs was renamed to playerRespawnOtherUnit.sqs in Arma 3.sqf- player: Object - killer: Object - newUnit: Object |
✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | |
| #### playerResurrectScript.sqs Executed when player is respawned in multiplayer mission with "INSTANT" or "BASE" respawn type. It will not work if dta\scripts\onPlayerResurrect.sqs does not exist.> [!NOTE] > Arma 3: 1. onPlayerResurrect.sqs was renamed to playerResurrectScript.sqs in Arma 3.sqf- player: Object |
✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ | |
| #### teamSwitchScript.sqs Executed after a Team Switch is done. Not triggered by selectPlayer. sqf- oldUnit: Object - newUnit: Object |
✗ | ✓ |