addEventHandler: Difference between revisions
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|eff= local |MPEFFECTS= | |eff= local |MPEFFECTS= | ||
| | |gr1= Event Handlers |GROUP1= | ||
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| object '''addEventHandler''' [type, command] |= | | object '''addEventHandler''' [type, command] |SYNTAX= | ||
|p1= object: [[Object]] |PARAMETER1= | |p1= object: [[Object]] |PARAMETER1= | ||
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|p4= command: [[Code]] or [[String]] - code that should be executed once the event occurs, by default executed in [[missionNamespace]] |PARAMETER4= | |p4= command: [[Code]] or [[String]] - code that should be executed once the event occurs, by default executed in [[missionNamespace]] |PARAMETER4= | ||
| [[Number]] - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler.|= | | [[Number]] - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler.|RETRUNVALUE= | ||
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Revision as of 18:57, 24 September 2020
Description
- Description:
- Adds event handler (EH) to the given object and returns EH handle. If EH has some data to return upon event (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer), it is passed in _this variable. Since Arma 3 v.1.63.137807 the EH handle is also stored in _thisEventHandler variable and is available during EH code execution.
For more information about event handlers and their types check the scripting topic Event handlers in this reference. You may add as many event handlers of any type as you like to every unit. For instance, if you add an event handler of type "killed" and one already exists, the old one doesn't get overwritten. Use removeEventHandler to delete event handlers. - Multiplayer:
- Some event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns). Template:EffArg "Killed" and "Hit" eventhandlers are executed where given unit is local.
- Groups:
- Event Handlers
Syntax
- Syntax:
- object addEventHandler [type, command]
- Parameters:
- object: Object
- [type, command]: Array
- type: String - Event Handler type
- command: Code or String - code that should be executed once the event occurs, by default executed in missionNamespace
- Return Value:
- Number - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler.
Examples
- Example 1:
_EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}]
- Example 2:
this addEventHandler ["killed", "hint format ['Killed by %1',_this select 1]"]
Additional Information
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
Notes
Bottom Section
- Posted on July 7, 2015 - 21:06 (UTC)
- Killzone Kid
-
When using overridable EH, such as "InventoryOpened" and similar, where returning true allows to override default action, exitWith cannot be used to return value. So:
if (whatever) exitWith {true}; false;
Forget about it, will not work. Instead use:if (whatever) then {true} else {false};
100% satisfaction guaranteed!
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Resistance version 1.85
- Operation Flashpoint: Resistance: New Scripting Commands
- Operation Flashpoint: Resistance: Scripting Commands
- Command Group: Event Handlers
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands Armed Assault
- Scripting Commands Arma 2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters