Event Handlers – Arma 3
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=== addMPEventHandler === | |||
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==== MPHit ==== | |||
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Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times. | |||
Is ''not'' always triggered when unit is killed by a hit. Most of the time only the [[ArmA_3:_Event_Handlers#Killed|Killed]] event handler is triggered when a unit dies from a hit. The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased. Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to [[allowDamage]] [[false]]. However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage [[addEventHandler]] ["HandleDamage",{0}]; Will not trigger when unit is dead. | |||
This EH must be used in conjunction with the [[addMPEventHandler]] command. | |||
Note: Call a function from the MPHit EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible! | |||
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* unit: [[Object]] - Object the event handler is assigned to <br /> | |||
* causedBy: [[Object]] - Object that caused the damage. Contains the unit itself in case of collisions. <br /> | |||
* damage: [[Number]] - Level of damage caused by the hit | |||
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==== MPKilled ==== | |||
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Triggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times. | |||
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* unit: [[Object]] - Object the event handler is assigned to | |||
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions | |||
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==== MPRespawn ==== | |||
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Triggered when a unit respawns. | |||
'''Notes:''' | |||
* This event never triggers on server: [http://feedback.arma3.com/view.php?id=14517] | |||
* As of OA 1.62, this command does not work as one would expect. It is only triggered on the machine where the unit it was assigned to is local. The only difference between '''Respawn''' and '''MPRespawn''' is that '''MPRespawn''' can be assigned from anywhere while '''Respawn''' requires the unit to be local. | |||
* This command must be used in conjunction with the command [[addMPEventHandler]] rather than the old command used for non MP commands. | |||
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* unit: [[Object]] - Object the event handler is assigned to | |||
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling. | |||
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Revision as of 13:40, 17 February 2014
Introduction
An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.
These event handlers relate to commands such as: addEventHandler, removeEventHandler, removeAllEventHandlers.
General MP Note
As opposed to OFP event handlers, a respawned unit retains the EHs it had before, so it is no longer required to re-add EHs after respawning.
The MP event handlers "MPHit", "MPKilled" and "MPRespawn" have to be assigned to the object by using addMPEventHandler.
Event Scripts
See also: Event Scripts for special event triggered scripts.
Lists
addEventHandler
Class | Description | Arguments | Effects | Since |
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AnimChanged |
Triggered every time a new animation is started. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed. |
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AnimDone |
Triggered every time an animation is finished. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed. |
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AnimStateChanged |
Triggered every time an animation state changes. Unlike AnimChanged and AnimDone, it is triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed. |
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ControlsShifted |
Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is local and EH was added. NOTE: If helicopter is local to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC. This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on the server PC, but subsequent co-pilot "Release Controls" action will trigger it on co-pilot's PC. |
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CuratorObjectSelectionChanged |
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CuratorFeedbackMessage |
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CuratorGroupDeleted |
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CuratorGroupDoubleClicked |
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CuratorGroupEdited |
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CuratorGroupPlaced |
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CuratorGroupSelectionChanged |
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CuratorMarkerDeleted |
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CuratorMarkerDoubleClicked |
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CuratorMarkerEdited |
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CuratorMarkerPlaced |
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CuratorMarkerSelectionChanged |
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CuratorObjectDeleted |
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CuratorObjectDoubleClicked |
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CuratorObjectEdited |
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CuratorObjectPlaced |
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CuratorObjectRegistered |
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CuratorPinged |
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CuratorWaypointDeleted |
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CuratorWaypointDoubleClicked |
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CuratorWaypointEdited |
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CuratorWaypointPlaced |
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CuratorWaypointSelectionChanged |
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Dammaged |
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. (If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.) |
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Engine |
Triggered when the engine of the unit is turned on/off. |
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EpeContact |
Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. |
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EpeContactEnd |
Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. |
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EpeContactStart |
Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. |
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Explosion |
Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. |
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Fired |
Triggered when the unit fires a weapon. |
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FiredNear |
Triggered when a weapon is fired somewhere near the unit or vehicle. It is also triggered if the unit itself is firing. (Exception(s): the Throw weapon wont broadcast the FiredNear event) |
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Fuel |
Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle). |
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Gear |
Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane"). |
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GetIn |
Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is neither triggered upon a change of positions within the same vehicle nor by the moveInXXXX commands. However it is triggered by a "GetInXXXX" action. In vehicles with multi-turret setup, entering any turret will show "gunner" for position. |
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GetOut |
Triggers when a unit gets out from a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is triggered by both the moveOut command and by "GetOut" action. |
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HandleDamage |
Triggers when the unit is damaged and fires for each damaged selection separately. Works with all vehicles. This EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently local will fire. If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing. Return value of 0 will make the unit invulnerable if damage is not scripted in other ways (i.e using setDamage and/or setHit for additional damage handling). If no value is returned, the default damage processing will be done. This allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered. Notes:
Additional Celery's explanation. |
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HandleHeal |
Triggered when unit starts to heal (player using heal action or AI heals after being ordered). Triggers only on PC where EH is added and unit is local. If code returns false, engine side healing follows. Return true if you handle healing in script, use AISFinishHeal to tell engine that script side healing is done. See also lifeState and setUnconscious commands. |
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Hit |
Triggered when the unit is hit/damaged. Is not always triggered when unit is killed by a hit. |
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HitPart |
Runs when the object, it was added to, gets injured/damaged. It returns the position and component that was hit on the object within a nested array, this is because the model may have more than selection name for the hit component. While you can add "HitPart" handler to a remote unit, the respectful addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well. Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation. |
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Init |
Triggered on mission start or when a vehicle is created on the fly using createVehicle. |
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IncomingMissile |
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired. |
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Killed |
Triggered when the unit is killed. Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the effectiveCommander, but not always. |
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LandedTouchDown |
Triggered when a plane (AI or player) touches the ground. |
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LandedStopped |
Triggered when an AI pilot would get out usually. Not executed for player. |
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Local |
Triggered when locality of object in MP is changed. |
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Respawn |
Triggered when a unit respawns. |
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Put |
Triggers when a unit puts an item in a container. |
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Take |
Triggers when a unit takes an item from a container. |
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SoundPlayed |
Triggered when player is making noises when injured or fatigued. |
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WeaponAssembled |
Triggers when weapon gets assembled. |
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WeaponDisassembled |
Triggers when weapon gets disassembled. |
addMPEventHandler
Class | Description | Arguments | Effects | Since |
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MPHit |
Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times. Is not always triggered when unit is killed by a hit. Most of the time only the Killed event handler is triggered when a unit dies from a hit. The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased. Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to allowDamage false. However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage addEventHandler ["HandleDamage",{0}]; Will not trigger when unit is dead. This EH must be used in conjunction with the addMPEventHandler command. Note: Call a function from the MPHit EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible! |
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MPKilled |
Triggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times. |
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MPRespawn |
Triggered when a unit respawns. Notes:
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addMissionEventHandler
Class | Description | Arguments | Effects | Since |
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Ended |
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Loaded |
addMusicEventHandler
Class | Description | Arguments | Effects | Since |
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MusicStart |
Triggers when CfgMusic sound starts playing, after being executed with playMusic command. This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler. |
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MusicStop |
Triggers when CfgMusic sound finished playing, after being executed with playMusic command. Note that EH will not be triggered if you force stop the music with playMusic "". This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler. |
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