addEventHandler

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Introduced in Operation Flashpoint: Resistance version 1.85Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

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Introduced in

Game:
Operation Flashpoint: Resistance
Version:
1.85

Description

Description:
Adds an event handler to a given unit. 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, if you add an event handler of type "killed" and there already exists one, the old one doesn't get overwritten. Use removeEventHandler to delete event handlers.

Every event will create an array named _this, which contains specific information about the particular event. (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer.)

Syntax

Syntax:
Number = object addEventHandler ["type", {code}]
Parameters:
object: Object
type: String - Event Handler type
code: String - code that should be executed once the event occurs
Return Value:
_index 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. (optional)

Examples

Example 1:
_EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}]
Example 2:
this addEventHandler ["killed", {hint format["%1 killed by %2",_this select 0, _this select 1]}]

Additional Information

Multiplayer:
Event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns).
See also:

Notes

Notes

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Notes

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