BIS fnc addScriptedEventHandler: Difference between revisions

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{{Function|Comments=
{{RV|type=function
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| arma3 |Game name=
|game1= arma3
|version1= 1.00


|1.00|Game version=
|gr1= Event Handlers


|gr1= Event Handlers |GROUP1=
|descr= Adds a Scripted Event Handler and returns its ID. Additionally, the "ScriptedEventHandlerAdded" Scripted EH is called. For the full list of all available Scripted EHs see [[Arma 3: Scripted Event Handlers]].
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| Adds scripted event handler and returns its id. Additionally "ScriptedEventHandlerAdded" scripted EH is called. For the list of available scripted event handlers see [[Arma 3: Event Handlers/ScriptedEventHandlers]].  |DESCRIPTION=
|s1= [namespace, name, code] call [[BIS_fnc_addScriptedEventHandler]]
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| [namespace, name, code] call [[BIS_fnc_addScriptedEventHandler]] |SYNTAX=
|p1= namespace: [[Namespace]], [[Object]], [[Group]], [[Location]], [[Boolean]], [[Control]] or [[Display]] - namespace in which the EH is stored


|p1= namespace: [[Namespace]], [[Object]], [[Group]], [[Location]], [[Boolean]], [[Control]] or [[Display]] - namespace in which handler is saved |Parameter1=
|p2= name: [[String]] - event name


|p2= name: [[String]] - handler name|Parameter2=
|p3= code: [[Code]] or [[String]] - the code that is executed when the EH fires. The magic variable [[Magic_Variables#thisScriptedEventHandler|_thisScriptedEventHandler]] can be used to access the event handler ID within the code.


|p3= code: [[Code]] or [[String]] - code executed upon calling |Parameter3=
|r1= [[Number]] - the ID of the new Event Handler


| [[Number]] -  id of the currently added event handler|RETURNVALUE=
|x1= <sqf>[missionNamespace, "event", { hint "Hello World" }] call BIS_fnc_addScriptedEventHandler;</sqf>
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|x2= <sqf>[true, "event", { hint "Hello World" }] call BIS_fnc_addScriptedEventHandler;</sqf>
Boolean will default to [[missionNamespace]].


|x1= <code>[<nowiki/>[[missionNamespace]], "event", { [[hint]] "Hello World" }] [[call]] [[BIS_fnc_addScriptedEventHandler]];</code> |Example1=
|seealso= [[BIS_fnc_callScriptedEventHandler]] [[BIS_fnc_removeScriptedEventHandler]] [[BIS_fnc_removeAllScriptedEventHandlers]]
 
|x2= <code>[<nowiki/>[[true]], "event", { [[hint]] "Hello World" }] [[call]] [[BIS_fnc_addScriptedEventHandler]];</code>
Boolean will default to [[missionNamespace]] |Example2=
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| [[BIS_fnc_callScriptedEventHandler]], [[BIS_fnc_removeScriptedEventHandler]], [[BIS_fnc_removeAllScriptedEventHandlers]] |SEEALSO=
}}
}}
<h3 style="display:none">Notes</h3>
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section END -->
</dl>
<h3 style="display:none">Bottom Section</h3>
[[Category:Function Group: Misc|{{uc:addScriptedEventHandler}}]]
[[Category:Functions|{{uc:addScriptedEventHandler}}]]
[[Category:{{Name|arma3}}: Functions|{{uc:addScriptedEventHandler}}]]

Latest revision as of 16:50, 8 November 2023

Hover & click on the images for description

Description

Description:
Adds a Scripted Event Handler and returns its ID. Additionally, the "ScriptedEventHandlerAdded" Scripted EH is called. For the full list of all available Scripted EHs see Arma 3: Scripted Event Handlers.
Execution:
call
Groups:
Event Handlers

Syntax

Syntax:
[namespace, name, code] call BIS_fnc_addScriptedEventHandler
Parameters:
namespace: Namespace, Object, Group, Location, Boolean, Control or Display - namespace in which the EH is stored
name: String - event name
code: Code or String - the code that is executed when the EH fires. The magic variable _thisScriptedEventHandler can be used to access the event handler ID within the code.
Return Value:
Number - the ID of the new Event Handler

Examples

Example 1:
[missionNamespace, "event", { hint "Hello World" }] call BIS_fnc_addScriptedEventHandler;
Example 2:
[true, "event", { hint "Hello World" }] call BIS_fnc_addScriptedEventHandler;
Boolean will default to missionNamespace.

Additional Information

See also:
BIS_fnc_callScriptedEventHandler BIS_fnc_removeScriptedEventHandler BIS_fnc_removeAllScriptedEventHandlers

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