addEventHandler
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Description
- Description:
- Adds an Event Handler to the given object.
- As many Event Handlers of any type can be added - existing Event Handlers do not get overwritten
- Use removeEventHandler to remove an Event Handler
- Multiplayer:
- Some event handlers are persistent (i.e they stay attached to the unit, even after it dies and respawns).
- Groups:
- Event Handlers
Syntax
- Syntax:
- target addEventHandler [type, code]
- Parameters:
- target: Object or 2.10 Group
- type: String - see Event Handlers for the full list of available options
- code: Code or String - code that should be executed when the Event Handler fires; executed in missionNamespace by default. Several Magic Variables are available:
- Event Handler parameters are accessible via _this
- The Event Handler type is available as _thisEvent
- The Event Handler index is available as _thisEventHandler
- Return Value:
- Number - the index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler.
Examples
- Example 1:
- this addEventHandler ["Killed", { params ["_unit", "_killer"]; systemChat format ["%1 has been killed by %2.", _unit, _killer]; }];
- Example 2:
Additional Information
- See also:
- removeEventHandler removeAllEventHandlers Event Handlers addMPEventHandler addMissionEventHandler BIS_fnc_addScriptedEventHandler getEventHandlerInfo
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.85
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Event Handlers
- Scripting Commands: Local Effect