addEventHandler: Difference between revisions

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| Adds an Event Handler (EH) to the given object.
| Adds an Event Handler to the given object. Event Handler parameters are accessiable via the <tt>_this</tt> inside the code.<br><br>
<br>
* Since Arma 3 v.1.63.137807 the Event Handler index is available as <tt>_thisEventHandler</tt> during Event Handler code execution.
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>.
* You can add as many Event Handlers of any type as you like to every unit. Existing Event Handlers do not get overwritten.  
<br>
* Use [[removeEventHandler]] to remove an Event Handler.
Since Arma 3 v.1.63.137807 the EH index is available as <tt>_thisEventHandler</tt> during EH code execution.
* Read [[:Category:Event Handlers|Event Handlers]] for more information and a list of all available Event Handlers.
<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=
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Revision as of 17:51, 5 January 2021

Hover & click on the images for description

Description

Description:
Adds an Event Handler to the given object. Event Handler parameters are accessiable via the _this inside the code.

  • Since Arma 3 v.1.63.137807 the Event Handler index is available as _thisEventHandler during Event Handler 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!