Yes Artak, we all know about your banana fetish.
There is a list of them in the comref as I recall.
Edit: voila!
Event based scripts
Description:
There are some scripts in the game which are launched when some event occured.
Some of them have names given by mission designer (scripted waypoint, particle scripts (since 1.50), user action scripts).
Names of others are given by the program.
init.sqs - launched when mission is started (before briefing screen)
- no arguments
initIntro.sqs - launched when intro is started (since 1.50)
- no arguments
exit.sqs - launched when mission is finished (before debriefing screen, since 1.50)
- argument: end # - number of game end
onFlare.sqs - launched when illuminating shell is lit(since 1.45)
- arguments: [[r, g, b], gunner] - r, g, b is light color
comment »
General Barron September 27, 2003, 23:21
There is also:
onplayerkilled.sqs - launched when the player is killed. This script replaces the default death sequence. Make sure you place the command "enableEndDialog" somewhere in your script, as this will then cause the dialog that allows you to load, retry, or quit to appear.
-arguments: [who died, who killed them] - second argument can be null in some cases (death from falling or camcreated artillery, for example).