{"name":"Event Scripts","title":"Event Scripts","type":"topic","url":"https://community.bistudio.com/wiki/Event_Scripts","revid":377939,"updated":"2026-01-11T17:03:24Z","aliases":["Event based scripts","Init.sqs","Initintro.sqs","init.sqf","init.sqs","onPlayerRespawn.sqf"],"markdown":"**Default Scripts Location**\n\n| Game | Path |\n|---|---|\n| Operation Flashpoint v1.00 | `DTA/scripts.pbo` |\n| Armed Assault v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2 v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2: Operation Arrowhead v1.50 | `Ca.pbo/data/scripts` |\n| Arma 3 v1.00 | `functions_f.pbo/scripts` |\n| Take On Helicopters v1.00 | `data_h.pbo/data/scripts` |\n\nEvent Scripts are scripts that are executed upon specific events. Not all event scripts are executed directly by the engine.\n\nTo use an Event Script, create a file of the given name in the mission directory.\n\n| init* scripts | (on)Player* scripts | Other Scripts |\n|---|---|---|\n| - init.sqf<br>- init.sqs<br>- init3DEN.sqf<br>- initIntro.sqf<br>- initIntro.sqs<br>- initJIPcompatible.sqf<br>- initPlayerLocal.sqf<br>- initPlayerServer.sqf<br>- initServer.sqf | - onPlayerKilled.sqf<br>- onPlayerKilled.sqs<br>- onPlayerRespawn.sqf<br>- onPlayerRespawn.sqs<br>- onPlayerRespawnAsSeagull.sqs<br>- onPlayerRespawnOtherUnit.sqs<br>- onPlayerResurrect.sqs<br>- playerKilledScript.sqs<br>- playerRespawnScript.sqs<br>- playerRespawnSeagullScript.sqs<br>- playerRespawnOtherUnit.sqs<br>- playerResurrectScript.sqs | - exit.sqf<br>- exit.sqs<br>- missionFlow.fsm<br>- onFlare.sqs<br>- pauseOnLoad.sqf<br>- teamSwitchScript.sqs |\n\n> [!NOTE]\n> - See Initialisation Order to learn when initialisation scripts are executed.\n> - Additional initialisation scripts can be executed using functions with preInit or postInit attribute.\n\n### Available Scripts\n\n| File | Present in |  |  |  |  |  |  | Details |\n|---|---|---|---|---|---|---|---|---|\n| File | 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 |\n| **exit.sqf**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  |  |  | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **exit.sqs**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init.sqf**<br>Executed when mission is started (before briefing screen). |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **init.sqs**<br>Executed when mission is started (before briefing screen). | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init3DEN.sqf**<br>Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. |  |  |  |  |  | ✓ |  | ✗ |\n| **initIntro.sqf**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **initIntro.sqs**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **initJIPcompatible.sqf**<br>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. |  |  |  | ✓ | ✓ |  |  |  |\n| **initPlayerLocal.sqf**<br>Executed locally when player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.<br>`params [\"_player\", \"_didJIP\"];`<br>- player: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initPlayerServer.sqf**<br>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.<br>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.<br>Therefore, `initPlayerServer.sqf` should be avoided - use [this method](https://www.reddit.com/r/armadev/comments/8fkitd/initplayerserversqf_therefore_initplayerserversqf/dy5k5pf/) instead.<br>`params [\"_playerUnit\", \"_didJIP\"];`<br>- playerUnit: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initServer.sqf**<br>Executed only on server when mission is started. See Initialisation Order for details about when exactly the script is executed. |  |  |  |  |  | ✓ |  | ✓ |\n| **missionFlow.fsm**<br>Executed on post-init when mission is started. See BIS_fnc_missionFlow. |  |  |  |  |  | ✓ |  |  |\n| **onFlare.sqs**<br>Executed when a flare is lit after being fired from grenade launcher.<br>`params [\"_colorRGB\", \"_shooter\", \"_projectile\", \"_instigator\"];`<br>- colorRGB: Color (RGBA)<br>- shooter: Object<br>- Arma 3 v2.10 projectile: Object - the flare itself<br>- Arma 3 v2.18 instigator: Object - shot instigator |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **onPlayerKilled.sqf**<br>Executed when player is killed in singleplayer or in multiplayer mission.<br>`params [\"_oldUnit\", \"_killer\", \"_respawn\", \"_respawnDelay\"];`<br>- oldUnit: Object<br>- killer: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerKilled.sqs**<br>Executed when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawn.sqf**<br>Executed locally when player respawns in a multiplayer mission.<br>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.<br>This script will not fire at mission start if respawnOnStart equals -1.<br>`params [\"_newUnit\", \"_oldUnit\", \"_respawn\", \"_respawnDelay\"];`<br>- newUnit: Object<br>- oldUnit: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerRespawn.sqs**<br>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.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number |  | ✓ |  |  |  |  |  |  |\n| **onPlayerRespawnAsSeagull.sqs**<br>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.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerResurrect.sqs**<br>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.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object |  | ✓ |  |  |  | ✗ |  |  |\n| **pauseOnLoad.sqf**<br>Executed when pause menu is activated.<br>To make it work in MP or Arma 3, use `onPauseScript = \"pauseOnLoad.sqf\";` in Description.ext.<br>`params [\"_pauseMenuDisplay\"];`<br>- pauseMenuDisplay: Display |  |  |  | ✓ | ✓ |  | ✓ | ✓ |\n| **playerKilledScript.sqs**<br>Executed locally when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>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.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnScript.sqs**<br>Executed locally and immediately when player is killed in multiplayer mission with \"BASE\" or \"INSTANT\" respawn type.<br>Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnSeagullScript.sqs**<br>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.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerResurrectScript.sqs**<br>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.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **teamSwitchScript.sqs**<br>Executed *after* a Team Switch is done. **Not** triggered by selectPlayer.<br>`params [\"_oldUnit\", \"_newUnit\"];`<br>- oldUnit: Object<br>- newUnit: Object | ✗ |  |  |  |  | ✓ |  |  |","sections":[{"heading":null,"level":1,"markdown":"**Default Scripts Location**\n\n| Game | Path |\n|---|---|\n| Operation Flashpoint v1.00 | `DTA/scripts.pbo` |\n| Armed Assault v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2 v1.00 | `Ca.pbo/data/scripts` |\n| Arma 2: Operation Arrowhead v1.50 | `Ca.pbo/data/scripts` |\n| Arma 3 v1.00 | `functions_f.pbo/scripts` |\n| Take On Helicopters v1.00 | `data_h.pbo/data/scripts` |\n\nEvent Scripts are scripts that are executed upon specific events. Not all event scripts are executed directly by the engine.\n\nTo use an Event Script, create a file of the given name in the mission directory.\n\n| init* scripts | (on)Player* scripts | Other Scripts |\n|---|---|---|\n| - init.sqf<br>- init.sqs<br>- init3DEN.sqf<br>- initIntro.sqf<br>- initIntro.sqs<br>- initJIPcompatible.sqf<br>- initPlayerLocal.sqf<br>- initPlayerServer.sqf<br>- initServer.sqf | - onPlayerKilled.sqf<br>- onPlayerKilled.sqs<br>- onPlayerRespawn.sqf<br>- onPlayerRespawn.sqs<br>- onPlayerRespawnAsSeagull.sqs<br>- onPlayerRespawnOtherUnit.sqs<br>- onPlayerResurrect.sqs<br>- playerKilledScript.sqs<br>- playerRespawnScript.sqs<br>- playerRespawnSeagullScript.sqs<br>- playerRespawnOtherUnit.sqs<br>- playerResurrectScript.sqs | - exit.sqf<br>- exit.sqs<br>- missionFlow.fsm<br>- onFlare.sqs<br>- pauseOnLoad.sqf<br>- teamSwitchScript.sqs |\n\n> [!NOTE]\n> - See Initialisation Order to learn when initialisation scripts are executed.\n> - Additional initialisation scripts can be executed using functions with preInit or postInit attribute."},{"heading":"Available Scripts","level":3,"markdown":"| File | Present in |  |  |  |  |  |  | Details |\n|---|---|---|---|---|---|---|---|---|\n| File | 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 |\n| **exit.sqf**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  |  |  | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **exit.sqs**<br>Executed when mission is finished (before debriefing screen).<br>In Arma 3, see also \"Ended\" and \"MPEnded\" Mission Event Handlers.<br>`params [\"_endType\"];`<br>- endType: String |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init.sqf**<br>Executed when mission is started (before briefing screen). |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **init.sqs**<br>Executed when mission is started (before briefing screen). | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **init3DEN.sqf**<br>Executed when loading a scenario in Eden Editor if the file is present. Useful for executing scenario-specific editor functionality. |  |  |  |  |  | ✓ |  | ✗ |\n| **initIntro.sqf**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |\n| **initIntro.sqs**<br>Executed when intro, outro win or outro lose is started.<br>> [!NOTE]<br>> **Arma 3:** Functional in Arma 3 only for intro. |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **initJIPcompatible.sqf**<br>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. |  |  |  | ✓ | ✓ |  |  |  |\n| **initPlayerLocal.sqf**<br>Executed locally when player joins mission (includes both mission start and JIP). See Initialisation Order for details about when exactly the script is executed.<br>`params [\"_player\", \"_didJIP\"];`<br>- player: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initPlayerServer.sqf**<br>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.<br>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.<br>Therefore, `initPlayerServer.sqf` should be avoided - use [this method](https://www.reddit.com/r/armadev/comments/8fkitd/initplayerserversqf_therefore_initplayerserversqf/dy5k5pf/) instead.<br>`params [\"_playerUnit\", \"_didJIP\"];`<br>- playerUnit: Object<br>- didJIP: Boolean |  |  |  |  |  | ✓ |  | ✓ |\n| **initServer.sqf**<br>Executed only on server when mission is started. See Initialisation Order for details about when exactly the script is executed. |  |  |  |  |  | ✓ |  | ✓ |\n| **missionFlow.fsm**<br>Executed on post-init when mission is started. See BIS_fnc_missionFlow. |  |  |  |  |  | ✓ |  |  |\n| **onFlare.sqs**<br>Executed when a flare is lit after being fired from grenade launcher.<br>`params [\"_colorRGB\", \"_shooter\", \"_projectile\", \"_instigator\"];`<br>- colorRGB: Color (RGBA)<br>- shooter: Object<br>- Arma 3 v2.10 projectile: Object - the flare itself<br>- Arma 3 v2.18 instigator: Object - shot instigator |  | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ |  |\n| **onPlayerKilled.sqf**<br>Executed when player is killed in singleplayer or in multiplayer mission.<br>`params [\"_oldUnit\", \"_killer\", \"_respawn\", \"_respawnDelay\"];`<br>- oldUnit: Object<br>- killer: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerKilled.sqs**<br>Executed when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawn.sqf**<br>Executed locally when player respawns in a multiplayer mission.<br>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.<br>This script will not fire at mission start if respawnOnStart equals -1.<br>`params [\"_newUnit\", \"_oldUnit\", \"_respawn\", \"_respawnDelay\"];`<br>- newUnit: Object<br>- oldUnit: Object<br>- respawnType: Number<br>- respawnDelay: Number |  |  |  |  |  | ✓ |  | ✓ |\n| **onPlayerRespawn.sqs**<br>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.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number |  | ✓ |  |  |  |  |  |  |\n| **onPlayerRespawnAsSeagull.sqs**<br>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.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✓ |  |\n| **onPlayerResurrect.sqs**<br>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.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object |  | ✓ |  |  |  | ✗ |  |  |\n| **pauseOnLoad.sqf**<br>Executed when pause menu is activated.<br>To make it work in MP or Arma 3, use `onPauseScript = \"pauseOnLoad.sqf\";` in Description.ext.<br>`params [\"_pauseMenuDisplay\"];`<br>- pauseMenuDisplay: Display |  |  |  | ✓ | ✓ |  | ✓ | ✓ |\n| **playerKilledScript.sqs**<br>Executed locally when player is killed in singleplayer or in multiplayer mission with \"NONE\" respawn type.<br>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.<br>`params [\"_player\", \"_killer\"];`<br>- player: Object<br>- killer: Object | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnScript.sqs**<br>Executed locally and immediately when player is killed in multiplayer mission with \"BASE\" or \"INSTANT\" respawn type.<br>Overrides default behavior of multiplayer respawn. Game may become unplayable if not scripted correctly. Avoid use if not experienced with this script.<br>`params [\"_player\", \"_killer\", \"_respawnDelay\"];`<br>- player: Object<br>- killer: Object<br>- respawnDelay: Number | Unknown | Unknown | Unknown | Unknown | Unknown | ✓ | Unknown |  |\n| **playerRespawnSeagullScript.sqs**<br>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.<br>This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnAsSeagull.sqs` was renamed to `playerRespawnSeagullScript.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_seagull\"];`<br>- player: Object<br>- killer: Object<br>- seagull: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerRespawnOtherUnit.sqs**<br>Executed when player is killed in multiplayer mission with \"GROUP\" or \"SIDE\" respawn type. This script will replace the default respawn sequence.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerRespawnOtherUnit.sqs` was renamed to `playerRespawnOtherUnit.sqs` in Arma 3.<br>`params [\"_player\", \"_killer\", \"_newUnit\"];`<br>- player: Object<br>- killer: Object<br>- newUnit: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **playerResurrectScript.sqs**<br>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.<br>> [!NOTE]<br>> **Arma 3:** `onPlayerResurrect.sqs` was renamed to `playerResurrectScript.sqs` in Arma 3.<br>`params [\"_player\"];`<br>- player: Object | ✗ | ✗ | ✗ | ✗ | ✗ | ✓ | ✗ |  |\n| **teamSwitchScript.sqs**<br>Executed *after* a Team Switch is done. **Not** triggered by selectPlayer.<br>`params [\"_oldUnit\", \"_newUnit\"];`<br>- oldUnit: Object<br>- newUnit: Object | ✗ |  |  |  |  | ✓ |  |  |"}],"categories":["Event Handlers","Mission Editing","Scripting Topics"],"groups":["Scripting"]}