Event Handlers – Operation Flashpoint

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See also [[Event Scripts]] for special event triggered scripts.
See also [[Event Scripts]] for special event triggered scripts.


{{ArgTitle|3|AnimChanged|{{GVI|ofp|1.99}}}}


{{ArgTitle|4|AnimChanged|{{GVI|ofp|1.99}}}}
Triggered every time a new animation is started.
Triggered every time a new animation is started.


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* anim: [[String]] - Name of the anim that started<br>
* anim: [[String]] - Name of the anim that started<br>


==== Dammaged ====
=== Dammaged ===
 
Triggered when the unit is damaged.
Triggered when the unit is damaged.
If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.


Global.
Global.


(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
{{Feature|informative|Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).}}
 
'''Note:''' Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).


Passed array: '''[unit, selectionName, damage]'''
Passed array: '''[unit, selectionName, damage]'''
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* damage: [[Number]] - Resulting level of damage
* damage: [[Number]] - Resulting level of damage


==== Engine ====
=== Engine ===
 
Triggered when the engine of the unit is turned on/off.
Triggered when the engine of the unit is turned on/off.


Global.
Global.


There is a bug in MP: On clients where the vehicle is not local, ''engineState'' is always false, so you should use the following instead:
{{Feature|important|
<sqs>_vehicle addEventHandler ["engine", { [_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs" }]</sqs>
'''MP bug:''' On clients where the vehicle is not local, ''engineState'' is always [[false]], so the following must be used instead:
<sqs>_vehicle addEventHandler ["Engine", { [_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs" }]</sqs>
}}


Passed array: '''[unit, engineState]'''
Passed array: '''[unit, engineState]'''
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* engineState: [[Boolean]] - True when the engine is turned on, false when turned off
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off


=== Fired ===


==== Fired ====
Triggered when the unit fires a weapon.
Triggered when the unit fires a weapon.


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* ammo: [[String]] - Ammo used
* ammo: [[String]] - Ammo used


=== Fuel ===


==== Fuel ====
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle).
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle).


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* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full


=== Gear ===


==== Gear ====
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").


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* gearState: [[Boolean]] - True when the gear is lowered, false when retracted
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted


=== GetIn ===


==== GetIn ====
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).


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* enterer: [[Object]] - Object that got into the vehicle
* enterer: [[Object]] - Object that got into the vehicle


=== GetOut ===


==== GetOut ====
Triggered when a unit gets out from the object, works the same way as GetIn.
Triggered when a unit gets out from the object, works the same way as GetIn.


Global.
Global.


'''Note:''' The GetIn/GetOut event handlers do not fire when changing positions within a vehicle.
{{Feature|informative|The GetIn/GetOut event handlers do not fire when changing positions within a vehicle.}}
 
=== Hit ===


==== Hit ====
Triggered when the unit is hit/damaged.
Triggered when the unit is hit/damaged.


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* damage: [[Number]] - Level of damage caused by the hit
* damage: [[Number]] - Level of damage caused by the hit


=== Init ===


==== Init ====
Triggered on mission start.
Triggered on mission start.


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'''Note:''' For crew and passenger units starting inside a vehicle this EH won't be executed. It will once they disembark
{{Feature|informative|For crew and passenger units starting inside a vehicle this EH won't be executed. It will once they disembark.}}


'''MP Note:''' When calling functions, the commands [[player]] and [[group]] as well as remote objects are not initialised.
{{Feature|important|'''MP Note:''' When calling functions, the commands [[player]] and [[group]] as well as remote objects are not initialised.}}
 
=== IncomingMissile ===


==== IncomingMissile ====
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.


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* whoFired: [[Object]] - Object that fired the weapon
* whoFired: [[Object]] - Object that fired the weapon


=== Killed ===


==== Killed ====
Triggered when the unit is killed.
Triggered when the unit is killed.


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* unit: [[Object]] - Object the event handler is assigned to
* unit: [[Object]] - Object the event handler is assigned to
* killer: [[Object]] - Object that killed the unit
* killer: [[Object]] - Object that killed the unit





Latest revision as of 23:59, 4 November 2025

An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.
See also Event Scripts for special event triggered scripts.

AnimChanged

Triggered every time a new animation is started.

Global.

Passed array: [unit, anim]

  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that started

Dammaged

Triggered when the unit is damaged. If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.

Global.

Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).

Passed array: [unit, selectionName, damage]

  • unit: Object - Object the event handler is assigned to
  • selectionName: String - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body)
  • damage: Number - Resulting level of damage

Engine

Triggered when the engine of the unit is turned on/off.

Global.

MP bug: On clients where the vehicle is not local, engineState is always false, so the following must be used instead:
_vehicle addEventHandler ["Engine", { [_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs" }]

Passed array: [unit, engineState]

  • unit: Object - Object the event handler is assigned to
  • engineState: Boolean - True when the engine is turned on, false when turned off

Fired

Triggered when the unit fires a weapon.

Global.

Passed array: [unit, weapon, muzzle, mode, ammo]

  • unit: Object - Object the event handler is assigned to
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle which was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used

Fuel

Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle).

Global.

Passed array: [unit, fuelState]

  • unit: Object - Object the event handler is assigned to
  • fuelState: Boolean - 0 when no fuel, 1 when the fuel tank is full

Gear

Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").

Global.

Passed array: [unit, gearState]

  • unit: Object - Object the event handler is assigned to
  • gearState: Boolean - True when the gear is lowered, false when retracted

GetIn

Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).

Global.

Passed array: [unit, position, enterer]

  • unit: Object - Object the event handler is assigned to
  • position: String - Can be either "driver", "gunner", "commander" or "cargo"
  • enterer: Object - Object that got into the vehicle

GetOut

Triggered when a unit gets out from the object, works the same way as GetIn.

Global.

The GetIn/GetOut event handlers do not fire when changing positions within a vehicle.

Hit

Triggered when the unit is hit/damaged.

Local.

Passed array: [unit, causedBy, damage]

  • unit: Object - Object the event handler is assigned to
  • causedBy: Object - Object that caused the damage, contains the unit itself in case of collisions.
  • damage: Number - Level of damage caused by the hit

Init

Triggered on mission start.

Global.

Passed array: [unit]

  • unit: Object - Object the event handler is assigned to


For crew and passenger units starting inside a vehicle this EH won't be executed. It will once they disembark.
MP Note: When calling functions, the commands player and group as well as remote objects are not initialised.

IncomingMissile

Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.

Global.

Passed array: [unit, ammo, whoFired]

  • unit: Object - Object the event handler is assigned to
  • ammo: String - Ammo type that was fired on the unit
  • whoFired: Object - Object that fired the weapon

Killed

Triggered when the unit is killed.

Local.

Passed array: [unit, killer]

  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit