addEventHandler: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
mNo edit summary
(Drive-by page overhaul)
Line 13: Line 13:
____________________________________________________________________________________________
____________________________________________________________________________________________


| 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 <tt>_this</tt> variable. Since Arma 3 v.1.63.137807 the EH handle is also stored in <tt>_thisEventHandler</tt> variable and is available during EH code execution.<br><br>For more information about event handlers and their types check the scripting topic [[:Category:Event Handlers|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.  
| Adds an Event Handler (EH) to the given object.
<br>
If the EH provides parameters when firing (e.g. the "Killed" EH will provide an array with the killed unit and the killer), those are available as <tt>_this</tt>.
<br>
Since Arma 3 v.1.63.137807 the EH index is available as <tt>_thisEventHandler</tt> during EH code execution.
<br><br>
You can add as many Event Handlers of any type as you like to every unit, existing Event Handlers do not get overwritten. Use [[removeEventHandler]] to remove an Event Handler.
<br><br>
Read [[:Category:Event Handlers|Event Handlers]] for more information and a list of all available Event Handlers.
|DESCRIPTION=
|DESCRIPTION=
____________________________________________________________________________________________
____________________________________________________________________________________________


| object '''addEventHandler''' [type, command] |SYNTAX=
| object [[addEventHandler]] [type, code] |SYNTAX=


|p1= object: [[Object]] |PARAMETER1=
|p1= '''object''': [[Object]] |PARAMETER1=


|p2= [type, command]: [[Array]] |PARAMETER2=
|p2= '''type''': [[String]] - See [[:Category:Event Handlers|Event Handlers]] for the full list of available options. |PARAMETER2=


|p3= type: [[String]] - [[:Category:Event Handlers|Event Handler]] type |PARAMETER3=
|p3= '''code''': [[Code]] or [[String]] - Code that should be executed when the Event Handler is triggered, executed in [[missionNamespace]] by default. |PARAMETER3=


|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 added event handler. Indices start at 0 for each unit and increment with each added Event Handler. |RETRUNVALUE=
 
| [[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=
____________________________________________________________________________________________
____________________________________________________________________________________________
   
   
|x1= <code>_EHkilledIdx <nowiki>=</nowiki> [[player]] [[addEventHandler]] ["killed", {_this [[exec]] "playerKilled.sqs"}]</code> |EXAMPLE1=
|x1= <code>_index = [[player]] [[addEventHandler]] ["Killed", {_this [[exec]] "playerKilled.sqs"}];</code> |EXAMPLE1=


|x2= <code>this [[addEventHandler]] ["killed", "[[hint]] [[format]] ['Killed by %1',_this [[select]] 1]"]</code> |EXAMPLE2=
|x2= <code>this [[addEventHandler]] ["Killed", "[[hint]] [[format]] ['Killed by %1', _this [[a_hash_b|#]] 1];"];</code> |EXAMPLE2=
____________________________________________________________________________________________
____________________________________________________________________________________________


|mp= Some event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns).
|mp= Some event handlers are persistent (i.e. they stay attached to the unit, even after it dies and respawns). |Multiplayer=
 
{{EffArg|cmd|arg|loc}} "Killed" and "Hit" eventhandlers are executed where given unit is local. |Multiplayer=


| [[:Category:Event Handlers|EventHandlers list]], [[addMPEventHandler]], [[removeEventHandler]], [[removeAllEventHandlers]] |SEEALSO=
| [[removeEventHandler]], [[removeAllEventHandlers]], [[:Category:Event Handlers|Event Handlers]], [[addMPEventHandler]], [[addMissionEventHandler]], [[BIS_fnc_addScriptedEventHandler]] |SEEALSO=


}}
}}

Revision as of 17:32, 5 January 2021

Hover & click on the images for description

Description

Description:
Adds an Event Handler (EH) to the given object.
If the EH provides parameters when firing (e.g. the "Killed" EH will provide an array with the killed unit and the killer), those are available as _this.
Since Arma 3 v.1.63.137807 the EH index is available as _thisEventHandler during EH code execution.

You can add as many Event Handlers of any type as you like to every unit, existing Event Handlers do not get overwritten. Use removeEventHandler to remove an Event Handler.

Read Event Handlers for more information and a list of all available Event Handlers.
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:
object addEventHandler [type, code]
Parameters:
object: Object
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 is triggered, executed in missionNamespace by default.
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:
_index = player addEventHandler ["Killed", {_this exec "playerKilled.sqs"}];
Example 2:
this addEventHandler ["Killed", "hint format ['Killed by %1', _this # 1];"];

Additional Information

See also:
removeEventHandlerremoveAllEventHandlersEvent HandlersaddMPEventHandleraddMissionEventHandlerBIS_fnc_addScriptedEventHandler

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!