Scripted Event Handlers – Arma 3
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You can even implement your own scripted eventHandlers by using [[BIS_fnc_callScriptedEventHandler]]. | You can even implement your own scripted eventHandlers by using [[BIS_fnc_callScriptedEventHandler]]. | ||
For all other available Event Handlers, see [[Arma 3: Event Handlers]]. | For all other available Event Handlers, see [[Arma 3: Event Handlers]]. | ||
{{TOC|subtoc|content= | |||
* 1. {{Link|#Functions}} | |||
* 2. {{Link|#Examples}} | |||
* 3. {{Link|#Events}} | |||
* 4. {{Link|#{{Name|arma3contact}} Events}} | |||
}} | |||
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{| class="wikitable align-left" | {| class="wikitable align-left" | ||
|- class="align-center" | |||
! Event namespace | ! Event namespace | ||
! Event name | ! Event name | ||
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| <sqf>params ["_newVeh", "_veh"];</sqf> | | <sqf>params ["_newVeh", "_veh"];</sqf> | ||
|} | |} | ||
== {{Name|arma3contact}} Events == | |||
{{Feature|arma3contact}} | |||
{{Columns|5| | |||
* "antennaAdded" | |||
* "antennaDeleted" | |||
* "arsenalPreOpen" | |||
* "behaviourChanged" | |||
* "currentSignalChanged" | |||
* "dangerZoneEntered" | |||
* "dangerZoneExited" | |||
* "diaryRecordSet" | |||
* "dominantSideChanged" | |||
* "gravitPulseHit" | |||
* "gravitPulseRewarded" | |||
* "handleCombat" | |||
* "handleWarningShot" | |||
* "moveToModelSpaceCompleted" | |||
* "puzzleReset" | |||
* "puzzleStepCompleted" | |||
* "puzzleTerminated" | |||
* "refresh" | |||
* "respawnTicketsExhausted" | |||
* "rotationChanged" | |||
* "signalEnded" | |||
* "signalScanned" | |||
* "signalStartedPassive" | |||
* "siteSpawned" | |||
* "taskSet" | |||
* "translationChanged" | |||
* "transmittingEnded" | |||
* "transmittingStarted" | |||
* "wpPatrolEnded" | |||
* "wpPatrolStarted" | |||
}} | |||
[[Category: Event Handlers]] | [[Category: Event Handlers]] |
Latest revision as of 12:55, 20 April 2024
Scripted Event Handlers are triggered by some of BI's modules and functions. When triggered any code registered for one of these events via BIS_fnc_addScriptedEventHandler will be executed. All the events exists as variables within a namespace, whether this is one of the main Namespaces like missionNamespace or uiNamespace or it could be a specific namespace like a Group or Object etc. The event also has a set of parameters passed to the executed code. You can even implement your own scripted eventHandlers by using BIS_fnc_callScriptedEventHandler. For all other available Event Handlers, see Arma 3: Event Handlers.
- 1. Functions
- 2. Examples
- 3. Events
- 4. Arma 3 Contact Events
Functions
- BIS_fnc_addScriptedEventHandler
- BIS_fnc_removeScriptedEventHandler
- BIS_fnc_removeAllScriptedEventHandlers
- BIS_fnc_callScriptedEventHandler
Examples
Subscribe
Trigger
Events
This is a list of all available scripted events that exist through BI's functions and modules. Each event is listed under the system that calls them whether this be a specific function or a module. List last updated for 2.10
Event namespace | Event name | Event passed parameters |
---|---|---|
EG Spectator Display | ||
"RscDisplayEGSpectator_OnCursorObjectFocused" | ||
"RscDisplayEGSpectator_OnCursorObjectUnfocused" | ||
"RscDisplayEGSpectator_OnFocusChanged" | ||
"RscDisplayEGSpectator_OnUiVisibilityChanged" | ||
"RscDisplayEGSpectator_MapStateChanged" | ||
| ||
"OnGameInterrupt" | ||
| ||
"OnGameOptionsExited" 2.02 | ||
Probing Beam (enoch) | ||
"probingStarted" | ||
"probingEnded" | ||
Respawn Display | ||
"RscDisplayRespawnKeyDown" | ||
Saving of the game, scripted or manual | ||
"OnSaveGame" | N/A | |
teamSwitchedScript.sqs | ||
"teamSwitched" | ||
BIS_fnc_addScriptedEventHandler | ||
"ScriptedEventHandlerAdded" | ||
BIS_fnc_animateFlag | ||
_flag |
"FlagAnimationDone" | |
BIS_fnc_arsenal | ||
"arsenalPreOpen" 2.08 Fires just before Arsenal display is created | ||
"arsenalOpened" |
| |
"arsenalClosed" |
| |
BIS_fnc_bleedTickets | ||
"dominantSideChanged" | ||
BIS_fnc_EGSpectatorCamera | ||
"EGSpectator_OnCameraModeChanged" | ||
BIS_fnc_garage | ||
"garageOpened" | ||
"garageClosed" |
| |
"OnDisplayRegistered" | ||
"OnDisplayUnregistered" | ||
BIS_fnc_initInspectable | ||
"objectInspected" | any data, shown as used by the Leaflets system | |
BIS_fnc_initIntelObject | ||
_object | "intelObjectFound" | |
_curator |
"intelObjectFound" | |
BIS_fnc_kbTellLocal | ||
"BIS_fnc_kbTellLocal_played" | ||
BIS_fnc_packStaticWeapon | ||
_group |
"StaticWeaponPacked" | |
BIS_fnc_playVideo | ||
"BIS_fnc_playVideo_started" | ||
"BIS_fnc_playVideo_stopped" | ||
BIS_fnc_priorityQueue* system | ||
"BIS_onQueue%1Pop" where %1 is ID returned from BIS_fnc_priorityQueue_Init | ||
"BIS_onQueue%1Push" where %1 is ID returned from BIS_fnc_priorityQueue_Init | ||
BIS_fnc_removeAllScriptedEventHandlers | ||
"ScriptedEventHandlerRemoved" | ||
BIS_fnc_removeScriptedEventHandler | ||
"ScriptedEventHandlerRemoved" | ||
BIS_fnc_respawnTickets | ||
"respawnTicketsExhausted" | ||
BIS_fnc_unpackStaticWeapon | ||
_group |
"StaticWeaponUnpacked" | |
Module Curator RemoteControl | ||
_curator |
"curatorObjectRemoteControlled" | |
Module End Game | ||
"EndGame_OnStageChanged" | ||
"EndGame_OnStartGameObjectiveCompleted" | ||
"EndGame_OnObjectiveStateChanged" | ||
"EndGame_OnObjectiveCompleted" | ||
"EndGame_OnObjectiveEnded" | ||
"EndGame_OnDownloadCompleted" | ||
"EndGame_Ended" | ||
"onUploadStateChanged" | ||
"onPickupInfoChanged" | ||
Module Game Master (Zeus) | ||
_curator |
"curatorGroupPlaced" | |
_curator |
"curatorObjectPlaced" | |
_curator |
"curatorUnitAssigned" | |
Module Rich Curve Key | ||
_curKey | "reached" | |
Module Sector | ||
_sector |
"ownerChanged" | |
Module Spawn AI: Sector Tactic | ||
"bis_groundSupport_groupSpawned" | ||
"bis_groundSupport_wiped" | ||
"bis_groundSupport_inEnemySector" | ||
"bis_groundSupport_destinationReached" | ||
"bis_groundSupport_groupTypeChanged" | ||
"bis_groundSupport_decimated" | ||
"bis_groundSupport_farFromDestination" | ||
"bis_groundSupport_needTransport" | ||
"bis_groundSupport_joined" | ||
"bis_groundSupport_closeToDestination" | ||
"bis_groundSupport_needEvac" | ||
"bis_groundSupport_needAmmo" | ||
"bis_groundSupport_needSupport" | ||
"bis_groundSupport_boarded" | ||
"bis_groundSupport_transportStarted" | ||
"bis_groundSupport_transportEnded" | ||
"bis_groundSupport_transportAborted" | ||
"bis_groundSupport_disembarked" | ||
Module Timeline | ||
_timeline |
"finished" | |
_timeline |
"played" | N/A |
_timeline |
"looped" | |
Module Trident | ||
"BIS_fnc_moduleTrident_updated" | ||
Module Vehicle Respawn | ||
"respawn" |
Arma 3 Contact Events
- "antennaAdded"
- "antennaDeleted"
- "arsenalPreOpen"
- "behaviourChanged"
- "currentSignalChanged"
- "dangerZoneEntered"
- "dangerZoneExited"
- "diaryRecordSet"
- "dominantSideChanged"
- "gravitPulseHit"
- "gravitPulseRewarded"
- "handleCombat"
- "handleWarningShot"
- "moveToModelSpaceCompleted"
- "puzzleReset"
- "puzzleStepCompleted"
- "puzzleTerminated"
- "refresh"
- "respawnTicketsExhausted"
- "rotationChanged"
- "signalEnded"
- "signalScanned"
- "signalStartedPassive"
- "siteSpawned"
- "taskSet"
- "translationChanged"
- "transmittingEnded"
- "transmittingStarted"
- "wpPatrolEnded"
- "wpPatrolStarted"