Arma 3: Event Handlers

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An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.
See also Event Scripts for special event triggered scripts.

Basic Event Handlers

Object event handler, always executed on the computer where it was added.

Commands:

Standard

AnimChanged

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["AnimChanged", {
	params ["_unit", "_anim"];
}];
  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that is started


AnimDone

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered every time an animation is finished. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["AnimDone", {
	params ["_unit", "_anim"];
}];
  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that has been finished


AnimStateChanged

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered every time an animation state changes. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["AnimStateChanged", {
	params ["_unit", "_anim"];
}];
  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that has been started


Introduced with Arma 3 version 1.32

ContainerClosed

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when player finished accessing cargo container. This event handler is similar to InventoryClosed EH, but needs to be assigned to the container rather than the player. Note: will trigger only for the unit opening container.

this addEventHandler ["ContainerClosed", {
	params ["_container", "_unit"];
}];
  • container: Object - Cargo container.
  • player: Object - Unit who accessed the container.


Introduced with Arma 3 version 1.32

ContainerOpened

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when cargo container is accessed by player. This event handler is similar to InventoryOpened EH, but needs to be assigned to the container rather than the player and cannot be overridden. Note: will trigger only for the unit opening container.

this addEventHandler ["ContainerOpened", {
	params ["_container", "_unit"];
}];
  • container: Object - Cargo container.
  • player: Object - Unit who accessed the container.


Introduced with Arma 3 version 1.00

ControlsShifted

Arguments of this scripting command have to be local to the client the command is executed on
Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is local and EH was added.

Notes:

  • If helicopter is local to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC.

This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on the server PC, but subsequent co-pilot "Release Controls" action will trigger it on co-pilot's PC.

this addEventHandler ["ControlsShifted", {
	params ["_vehicle", "_newController", "_oldController"];
}];
  • vehicle: Object - Vehicle which controls were shifted.
  • newController: Object - Unit who controls vehicle after this event.
  • oldController: Object - Unit who controled vehicle before this event.


Dammaged

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

Notes:

  • The typo is "intentional": it is Dammaged with two "m".
  • If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.
  • The Dammaged EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.
this addEventHandler ["Dammaged", {
	params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"];
}];
  • unit: Object - Object the event handler is assigned to
  • hitSelection: String - Name of the selection where the unit was damaged
  • damage: Number - Resulting level of damage
  • Introduced with Arma 3 version 1.67
    hitPartIndex: Number - hit index of the hit selection
  • Introduced with Arma 3 version 1.67
    hitPoint: String - hit point Cfg name
  • Introduced with Arma 3 version 1.69
    shooter: Object - shooter reference (to get instigator use getShotParents on projectile)
  • Introduced with Arma 3 version 1.69
    projectile: Object - the projectile that caused damage


Introduced with Arma 3 version 1.67

Deleted

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered just before the assigned entity is deleted.

this addEventHandler ["Deleted", {
	params ["_entity"];
}];
  • entity: Object - Object the event handler is assigned to


Engine

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when the engine of the unit is turned on/off.

this addEventHandler ["Engine", {
	params ["_vehicle", "_engineState"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • engineState: Boolean - True when the engine is turned on, false when turned off


Introduced with Arma 3 version 1.00

EpeContact

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["EpeContact", {
	params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];
  • object1: Object - Object with attached handler.
  • object2: Object - Object which is colliding with object1.
  • select1: String - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
  • select2: String - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
  • force: Number - Force of collision.


Introduced with Arma 3 version 1.00

EpeContactEnd

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["EpeContactEnd", {
	params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];
  • object1: Object - Object with attached handler.
  • object2: Object - Object which is colliding with object1.
  • select1: String - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
  • select2: String - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
  • force: Number - Force of collision.


Introduced with Arma 3 version 1.00

EpeContactStart

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["EpeContactStart", {
	params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];
  • object1: Object - Object with attached handler.
  • object2: Object - Object which is colliding with object1.
  • select1: String - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
  • select2: String - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
  • force: Number - Force of collision.


Introduced with Arma 3 version 0.76

Explosion

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated.

this addEventHandler ["Explosion", {
	params ["_vehicle", "_damage"];
}];
  • vehicle: Object - Object the event handler is assigned to
  • damage: Number - Damage inflicted to the object


Fired

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when the unit fires a weapon.
This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle. When "Manual Fire" is used, the gunner is objNull if gunner is not present or the gunner is not the one who fires. To check if "Manual Fire" is on, use isManualFire. The actual shot instigator could be retrieved with getShotParents command.

this addEventHandler ["Fired", {
	params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
}];
  • unit: Object - Object the event handler is assigned to
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used
  • magazine: String - magazine name which was used
  • projectile: Object - Object of the projectile that was shot out
  • Introduced with Arma 3 version 1.65
    gunner: Object - gunner whose weapons are firing.


Introduced with Arma 3 version 1.65

FiredMan

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when the unit fires a weapon. This EH must be attached to a soldier and unlike with "Fired" EH, it will fire regardless of whether the soldier is on foot or firing vehicle weapon. For remoteControled unit use "Fired" EH instead.

this addEventHandler ["FiredMan", {
	params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"];
}];
  • unit: Object - Unit the event handler is assigned to (the instigator)
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used
  • magazine: String - magazine name which was used
  • projectile: Object - Object of the projectile that was shot out
  • vehicle: Object - Vehicle, if weapon is vehicle weapon, otherwise objNull


FiredNear

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when a weapon is fired somewhere near the unit or vehicle. It is also triggered if the unit itself is firing. (Exception(s): the Throw weapon wont broadcast the FiredNear event). When "Manual Fire" is used, the gunner is objNull if gunner is not present or the gunner is not the one who fires. To check if "Manual Fire" is on, use isManualFire. The actual shot instigator could be retrieved with getShotParents command.

Introduced with Arma 3 version 1.30
Works with thrown weapons.
this addEventHandler ["FiredNear", {
	params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"];
}];
  • unit: Object - Object the event handler is assigned to
  • firer: Object - Object which fires a weapon near the unit
  • distance: Number - Distance in meters between the unit and firer (max. distance ~69m)
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used
  • Introduced with Arma 3 version 1.65
    gunner: Object - gunner, whose weapons are fired


Fuel

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle).

this addEventHandler ["Fuel", {
	params ["_vehicle", "_fuel"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • fuelState: Boolean - 0 when no fuel, 1 when the fuel tank is full


Gear

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane"). Also triggered for helicopters in landing mode, regardless if they have or don't have retractable gear.

this addEventHandler ["Gear", {
	params ["_vehicle", "_gearState"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • gearState: Boolean - True when the gear is lowered, false when retracted


GetIn

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is triggered by moveInXXXX commands and "GetInXXXX" actions, but not upon a seat change within the same vehicle.

In vehicles with multi-turret setup, entering any turret will show "gunner" for position.

this addEventHandler ["GetIn", {
	params ["_vehicle", "_role", "_unit", "_turret"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • unit: Object - Unit that entered the vehicle
  • Introduced with Arma 3 version 1.36
    turret: Array - turret path


Introduced with Arma 3 version 1.57

GetInMan

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when a unit enters a vehicle. Similar to "GetIn" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was local. This EH is triggered by moveInXXXX commands and "GetInXXXX" actions.

this addEventHandler ["GetInMan", {
	params ["_unit", "_role", "_vehicle", "_turret"];
}];
  • unit: Object - Unit the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • vehicle: Object - Vehicle the unit entered
  • turret: Array - turret path


GetOut

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when a unit gets out from a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is triggered by moveOut, "GetOut" & "Eject" actions, if an alive crew member disconnects or is deleted, but not upon a seat change within the same vehicle.

this addEventHandler ["GetOut", {
	params ["_vehicle", "_role", "_unit", "_turret"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • unit: Object - Unit that left the vehicle
  • Introduced with Arma 3 version 1.36
    turret: Array - turret path


Introduced with Arma 3 version 1.57

GetOutMan

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when a unit exits a vehicle. Similar to "GetOut" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was local. This EH is triggered by moveOut and "GetOut" & "Eject" actions.

this addEventHandler ["GetOutMan", {
	params ["_unit", "_role", "_vehicle", "_turret"];
}];
  • unit: Object - unit the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • vehicle: Object - Vehicle that the unit left
  • turret: Array - turret path


HandleDamage

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when the unit is damaged and fires for each damaged selection separately Note: Currently, in Arma 3 v1.70 it triggers for every selection of a vehicle, no matter if the section was damaged or not). Works with all vehicles. This EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently local will fire.

If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing. Return value of 0 will make the unit invulnerable if damage is not scripted in other ways (i.e using setDamage and/or setHit for additional damage handling). If no value is returned, the default damage processing will be done. This allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered.

Notes:

  • Multiple "HandleDamage" event handlers can be added to the same unit. If multiple EHs return damage value for custom damage handling, only last returned value will be considered by the engine.

EHs that do not return value can be safely added after EHs that do return value.

  • You can save the last event as timestamp (diag_tickTime) onto the unit, as well as the current health of the unit/its selections, with setVariable and query it on each "HandleDamage" event with getVariable to define a system how to handle the "HandleDamage" event.
  • "HandleDamage" will continue to trigger even if the unit is already dead.
  • "HandleDamage" is persistent. If you add it to the player object, it will continue to exist after player respawned.
  • "HandleDamage" can trigger "twice" per damage event. Once for direct damage, once for indirect damage (explosive damage). This can happen even in the same frame, but is unlikely.

Additional Celery's explanation (Updated by ShadowRanger for Arma 3).

this addEventHandler ["HandleDamage", {
	params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"];
}];
  • unit: Object - Object the event handler is assigned to.
  • hitSelection: String - Name of the selection where the unit was damaged. "" for over-all structural damage, "?" for unknown selections.
  • damage: Number - Resulting level of damage for the selection.
  • source: Object - The source unit that caused the damage.
  • projectile: String - Classname of the projectile that caused inflicted the damage. ("" for unknown, such as falling damage.)
  • Introduced with Arma 3 version 1.49
    hitPartIndex: Number - Hit part index of the hit point, -1 otherwise.
  • Introduced with Arma 3 version 1.65
    instigator: Object - Person who pulled the trigger
  • Introduced with Arma 3 version 1.67
    hitPoint: String - hit point Cfg name


HandleHeal

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when unit starts to heal (player using heal action or AI heals after being ordered). Triggers only on PC where EH is added and unit is local. If code returns false, engine side healing follows. Return true if you handle healing in script, use AISFinishHeal to tell engine that script side healing is done. See also lifeState and setUnconscious commands.

NOTE: This Event Handler is broken but somewhat usable. When attached to a unit it will fire when medic action is started (not finished!) on the unit. _this select 0 will be the unit itself, _this select 1 will be the healer. The 3rd param will always be false and neither returning true nor using AISFinishHeal will have any effect on the engine default healing behaviour. If unit walks away from the healer during healing action, the heal will not finish but there is no way to detect this within "HandleHeal" framework.

This code will fix unit to 100% health after self-use of medpack:

this addEventHandler ["HandleHeal", {
	_this spawn {
		params ["_injured","_healer"];
		_damage = damage _injured;
		if (_injured == _healer) then {
			waitUntil {damage _injured != _damage};
			if (damage _injured < _damage) then {
				_injured setDamage 0;
			};
		};
	};
}];
this addEventHandler ["HandleHeal", {
	params ["_unit", "_healer", "_isMedic"];
}];


Introduced with Arma 3 version 1.32

HandleRating

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill. If EH code returns Number, this will override default engine behaviour and the resulting value added will be the one returned by EH code.

this addEventHandler ["HandleRating", {
	params ["_unit", "_rating"];
}];
  • unit: Object - Object the event handler is assigned to
  • rating: Number - rating to be added


Introduced with Arma 3 version 1.31

HandleScore

Arguments of this scripting command don't have to be local to the client the command is executed onlink=Category:
Triggered when engine adds score to overall score of the unit, usually after a kill. If the EH code returns true or Nothing, the default engine score is applied, if it returns false, the engine score doesn't get added. For remote units like players, the event does not persist after respawn, and must be re-added to the new unit.

NOTE: MP only.

this addEventHandler ["HandleScore", {
	params ["_unit", "_object", "_score"];
}];
  • unit: Object - Object the event handler is assigned to
  • object: Object - object for which score was awarded
  • score: Number - score to be added


Hit

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when the unit is hit/damaged.

Is not always triggered when unit is killed by a hit.
Most of the time only the killed event handler is triggered when a unit dies from a hit.
The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.
Does not fire when a unit is set to allowDamage false.

this addEventHandler ["Hit", {
	params ["_unit", "_source", "_damage", "_instigator"];
}];
  • unit: Object - Object the event handler is assigned to
  • causedBy: Object - Object that caused the damage.
    Contains the unit itself in case of collisions.
  • damage: Number - Level of damage caused by the hit
  • Introduced with Arma 3 version 1.65
    instigator: Object - Person who pulled the trigger


HitPart

Arguments of this scripting command don't have to be local to the client the command is executed on
Runs when the object it was added to gets injured/damaged. It returns the position and component that was hit on the object within a nested array, this is because the model may have more than one selection name for the hit component (i.e. a single piece of geometry can be simultaneously part of multiple, overlapping named selections).

While you can add "HitPart" handler to a remote unit, the respectful addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well. The event will not fire if the shooter is not local, even if the target itself is local. Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation.

Notes

  • The hit values from the ammo array are derived from the projectile's CfgAmmo class, and do not match the actual damage inflicted, which is usually lower due to armor and other factors.
  • This EH returns array of sub-arrays [[...],[...],...[...]]. Each sub-array contains data for the part that was hit as usually multiple parts are hit at the same time (see HitPart_Sample). The structure of each sub-array is listed below.


this addEventHandler ["HitPart", {
	(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"];
}];
  • target: Object - Object that got injured/damaged.
  • shooter: Object - Unit or vehicle that inflicted the damage. If injured by a vehicle impact or a fall the target itself is returned, or, in case of explosions, the null object.

In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.

  • projectile: Object - Object that was fired.
  • position: Position3D - Position the bullet impacted (ASL).
  • velocity: Vector3D - 3D speed at which bullet impacted.
  • selection: Array - Array of Strings with named selection of the object that were hit.
  • ammo: Array - Ammo info: [hit value, indirect hit value, indirect hit range, explosive damage, ammo class name] OR, if there is no shot object: [impulse value on object collided with,0,0,0]
  • vector: Vector3D - vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, vector would be pointing out of the wall at a 90 degree angle.
  • radius: Number - Radius (size) of component hit.
  • surface: String - Surface type struck.
  • direct: Boolean - true if object was directly hit, false if it was hit by indirect/splash damage.


Init

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config. e.g:

init = "params ['_entity'];";
params ["_entity"];
  • entity: Object - Object the event handler is assigned to


HandleIdentity

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment. If EH scope returns true, the default engine identity application is overridden.

this addEventHandler ["HandleIdentity", {
	params ["_unit"];
}];
  • unit: Object - Object the event handler is assigned to


IncomingMissile

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI or Player at the target was fired.

this addEventHandler ["IncomingMissile", {
	params ["_target", "_ammo", "_vehicle", "_instigator"];
}];
  • target: Object - Object the event handler is assigned to
  • ammo: String - Ammo type that was fired on the target
  • Introduced with Arma 3 version 1.42
    vehicle: Object - Vehicle that fired the weapon. In case of soldier, unit is returned
  • Introduced with Arma 3 version 1.65
    instigator: Object - Person who pulled the trigger


Introduced with Arma 3 version 1.22

InventoryClosed

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when unit closes inventory.

// Delete dropped items when inventory closed
player addEventHandler ["InventoryClosed", {
	deleteVehicle (_this select 1);
}];
this addEventHandler ["InventoryClosed", {
	params ["_unit", "_container"];
}];
  • unit: Object - Object the event handler is assigned to
  • targetContainer: Object - connected container or weaponholder


Introduced with Arma 3 version 1.22

InventoryOpened

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when unit opens inventory. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:

// Create and open an ammo box when "Inventory" button is pressed
player addEventHandler ["InventoryOpened", {
	player removeAllEventHandlers "InventoryOpened";
	_box = "Box_NATO_Ammo_F" createVehicle [0,0,0];
	_box setPos (player modelToWorld [0,1.5,0.5]);
	player action ["Gear", _box];
	true; // <-- inventory override
}];

To return all nearby containers use nearSupplies command.

this addEventHandler ["InventoryOpened", {
	params ["_unit", "_container"];
}];
  • unit: Object - Object the event handler is assigned to
  • targetContainer: Object - connected container or weaponholder
  • Introduced with Arma 3 version 1.65
    secondaryContainer: Object - second connected container or weaponholder or objNull


Killed

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when the unit is killed.

Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the effectiveCommander, but not always.

this addEventHandler ["Killed", {
	params ["_unit", "_killer", "_instigator", "_useEffects"];
}];
  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit. Contains the unit itself in case of collisions
  • Introduced with Arma 3 version 1.65
    instigator: Object - Person who pulled the trigger
  • Introduced with Arma 3 version 1.67
    useEffects: Boolean - same as useEffects in setDamage alt syntax


LandedTouchDown

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when a plane (AI or player) touches the ground.

this addEventHandler ["LandedTouchDown", {
	params ["_plane", "_airportID"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else)


LandedStopped

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when an AI pilot would get out usually. Not executed for player.

this addEventHandler ["LandedStopped", {
	params ["_plane", "_airportID"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else)


Introduced with Arma 3 version 1.70

Landing

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when an AI pilot (or auto-pilot) is preparing for landing. The exact moment of triggering coincides with lowering of the gear ("Gear" EH)

this addEventHandler ["Landing", {
	params ["_plane", "_airportID", "_isCarrier"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number or Object - ID of the airport or aircraft carrier object
  • isCarrier: Boolean - true if landing on aircraft carrier


Introduced with Arma 3 version 1.70

LandingCanceled

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when AI pilot landing is cancelled (for example new order received to land elsewhere). The exact moment of triggering coincides with retracting of the gear ("Gear" EH). Note: Doesn't trigger if player switches off auto-pilot. Canceled is spelled with one L

this addEventHandler ["LandingCanceled", {
	params ["_plane", "_airportID", "_isCarrier"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number or Object - ID of the airport or aircraft carrier object (-1 no airport)
  • isCarrier: Boolean - true if landing on aircraft carrier


Local

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when locality of object in MP is changed. The event handler only triggers on the computers that are directly involved in change of locality. So if EH is added to every computer on network, it will only trigger on 2 computers, on the computer that receives ownership of the object (new owner), in which case _this select 1 will be true, and on the computer from which ownership is transferred (old owner), in which case _this select 1 will be false.

this addEventHandler ["Local", {
	params ["_entity", "_isLocal"];
}];
  • entity: Object - The object that changed locality.
  • local: Boolean - If the object is local on given computer.


PostReset

Triggers after PP effects have been reset by the engine


Introduced with Arma 3 version 0.56

Put

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when a unit puts an item in a container.

this addEventHandler ["Put", {
	params ["_unit", "_container", "_item"];
}];
  • unit: Object - Unit to which the event handler is assigned
  • container: Object - The container into which the item was placed (vehicle, box, etc.)
  • item: String - The class name of the moved item


Introduced with Arma 3 version 1.57

Reloaded

Arguments of this scripting command have to be local to the client the command is executed on
Triggers when a weapon is reloaded with a new magazine. For more information see: Reloaded

this addEventHandler ["Reloaded", {
	params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"];
}];
  • unit: Object - unit or vehicle to which EH is assigned
  • weapon: String - weapon that got reloaded
  • muzzle: String - weapon's muzzle that got reloaded
  • newMagazine: Array - new magazine info
  • oldMagazine: Array or Nothing - old magazine info


Respawn

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a unit respawns.

this addEventHandler ["Respawn", {
	params ["_unit", "_corpse"];
}];
  • unit: Object - Object the event handler is assigned to
  • corpse: Object - Object the event handler was assigned to, aka the corpse/unit player was previously controlling


Introduced with Arma 3 version 1.34

RopeAttach

Triggered when a rope is attached to an object.
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope.

this addEventHandler ["RopeAttach", {
	params ["_object1", "_rope", "_object2"];
}];
  • object 1: Object - Object to which the event handler is assigned.
  • rope: Object - The rope being attached between object 1 and object 2.
  • object 2: Object - The object that is being attached to object 1 via rope.


Introduced with Arma 3 version 1.34

RopeBreak

Triggered when a rope is detached from an object.
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope.

this addEventHandler ["RopeBreak", {
	params ["_object1", "_rope", "_object2"];
}];
  • object 1: Object - Object to which the event handler is assigned.
  • rope: Object - The rope being detached between object 1 and object 2.
  • object 2: Object - The object that is being detached from object 1 via rope.


Introduced with Arma 3 version 1.49

SeatSwitched

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a vehicle.

this addEventHandler ["SeatSwitched", {
	params ["_vehicle", "_unit1", "_unit2"];
}];
  • vehicle: Object - Vehicle to which the event handler is assigned.
  • unit1: Object - Unit switching seat.
  • unit2: Object - Unit switching seat.


Introduced with Arma 3 version 1.57

SeatSwitchedMan

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a unit and not a vehicle. This EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local.

this addEventHandler ["SeatSwitchedMan", {
	params ["_unit1", "_unit2", "_vehicle"];
}];
  • unit1: Object - Unit switching seat.
  • unit2: Object - Unit with which unit1 is switching seat.
  • vehicle: Object - Vehicle where switching seats is taking place.


Introduced with Arma 3 version 0.56

SoundPlayed

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when player is making noises when injured or fatigued for example. The number param passed to the EH code, points to the sound origin:

  • 1 : Breath
  • 2 : Breath Injured
  • 3 : Breath Scuba
  • 4 : Injured
  • 5 : Pulsation
  • 6 : Hit Scream
  • 7 : Burning
  • 8 : Drowning
  • 9 : Drown
  • 10 : Gasping
  • 11 : Stabilizing
  • 12 : Healing
  • 13 : Healing With Medikit
  • 14 : Recovered
this addEventHandler ["SoundPlayed", {
	params ["_unit", "_soundID"];
}];
  • unit: Object - Unit to which the event handler is assigned
  • soundID: Number - sound origin


Introduced with Arma 3 version 0.56

Take

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when a unit takes an item from a container.

this addEventHandler ["Take", {
	params ["_unit", "_container", "_item"];
}];
  • unit: Object - Unit to which the event handler is assigned
  • container: Object - The container from which the item was taken (vehicle, box, etc.)
  • item: String - The class name of the taken item


Introduced with Arma 3 version 1.32

TaskSetAsCurrent

Triggers when player's current task changes

this addEventHandler ["TaskSetAsCurrent", {
	params ["_unit", "_task"];
}];
  • unit: Object - The player to whom the event handler is assigned
  • task: Task - The new current task


Introduced with Arma 3 version 1.66

TurnIn

Triggers when member of crew in a vehicle uses Turn In action

this addEventHandler ["TurnIn", {
	params ["_vehicle", "_unit", "_turret"];
}];
  • vehicle: Object - The vehicle the event handler is assigned to
  • unit: Object - The unit performing the Turn In action
  • turret: Array - Turret path


Introduced with Arma 3 version 1.66

TurnOut

Triggers when member of crew in a vehicle uses Turn Out action

this addEventHandler ["TurnOut", {
	params ["_vehicle", "_unit", "_turret"];
}];
  • vehicle: Object - The vehicle the event handler is assigned to
  • unit: Object - The unit performing the Turn Out action
  • turret: Array - Turret path


WeaponAssembled

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon.

this addEventHandler ["WeaponAssembled", {
	params ["_unit", "_staticWeapon"];
}];
  • unit: Object - Object the event handler is assigned to
  • weapon: Object - Object of the assembled weapon


WeaponDisassembled

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.

NOTE: As of Arma 3 v1.32, this event does not fire if the weapon is not local. See http://feedback.arma3.com/view.php?id=21308

this addEventHandler ["WeaponDisassembled", {
	params ["_unit", "_backpack1", "_backpack2"];
}];
  • unit: Object - Object the event handler is assigned to
  • primaryBag: Object - First backpack object which was weapon disassembled into
  • secondarybag: Object - Second backpack object which was weapon disassembled into


Introduced with Arma 3 version 1.43

WeaponDeployed

Arguments of this scripting command don't have to be local to the client the command is executed on
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time.

this addEventHandler ["WeaponDeployed", {
	params ["_unit", "_isDeployed"];
}];
  • unit: Object - Object the event handler is assigned to
  • isDeployed: Boolean - true if deployed


Introduced with Arma 3 version 1.43

WeaponRested

Arguments of this scripting command have to be local to the client the command is executed on
Triggers when weapon rested state changes (weapon near a surface that can provide weapon support). Note: A weapon cannot be rested and deployed at the same time.

this addEventHandler ["WeaponRested", {
	params ["_unit", "_isRested"];
}];
  • unit: Object - Object the event handler is assigned to
  • isRested: Boolean - true if rested


Introduced with Arma 3 version 1.16

Curator

Arguments of this scripting command 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
Curator Event Handlers are also added with addEventHandler command. They will be executed only where curator is local (on the computer of who is in control of it). All curator event handlers are local and have a global effect.

 !

These events must be added to the curator object/module, not the player

CuratorFeedbackMessage

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when curator attempts invalid action in curator interface.

Each error has its own unique ID, recognized values are:

  • 003 - when trying to teleport camera outside of curatorCameraArea
  • 101 - trying to place an object when placing is disabled using setCuratorCoef "place"
  • 102 - trying to place an object which is too expensive (cost set in curatorObjectRegistered multiplied by setCuratorCoef "place" is larger than curatorPoints)
  • 103 - trying to place an object outside of curatorEditingArea
  • 201 - trying to place a waypoint when waypoint placing is disabled
  • 202 - trying to place a waypoint which is too expensive (cost set by setCuratorWaypointCost multiplied by setCuratorCoef "place" is larger than curatorPoints)
  • 206 - trying to place a waypoint when no AI unit is selected
  • 301 - trying to move or rotate an entity when editing is disabled using setCuratorCoef "edit"
  • 302 - trying to move or rotate an entity when it's too expensive (entity cost multiplied by setCuratorCoef "edit" is larger than curatorPoints)
  • 303 - trying to move an entity outside of curatorEditingArea
  • 304 - trying to move or rotate an entity which is outside of curatorEditingArea
  • 307 - trying to move or rotate a player (players cannot be manipulated with)
  • 401 - trying to delete an entity when deleting is disabled using setCuratorCoef "delete"
  • 402 - trying to delete an entity which is too expensive (cost multiplied by setCuratorCoef "delete" is larger than curatorPoints)
  • 404 - trying to delete an entity which is outside of curatorEditingArea
  • 405 - trying to delete an entity which has non-editable crew in it
  • 407 - trying to delete a player (players cannot be manipulated with)
  • 501 - trying to destroy an object when destroying is disabled using setCuratorCoef "destroy"
  • 502 - trying to destroy an object which is too expensive (cost multiplied by setCuratorCoef "destroy" is larger than curatorPoints)
  • 504 - trying to destroy an object which is outside of curatorEditingArea
  • 505 - trying to destroy an object which has non-editable crew in it
  • 506 - trying to destroy an object when no object is selected
  • 507 - trying to destroy a player (players cannot be manipulated with)
this addEventHandler ["CuratorFeedbackMessage", {
	params ["_curator", "_errorID"];
}];


CuratorGroupDoubleClicked

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a group is double-clicked on in curator interface.

this addEventHandler ["CuratorGroupDoubleClicked", {
	params ["_curator", "_group"];
}];


CuratorGroupPlaced

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when new group is placed in curator interface.

this addEventHandler ["CuratorGroupPlaced", {
	params ["_curator", "_group"];
}];


CuratorGroupSelectionChanged

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a group is selected in curator interface.

this addEventHandler ["CuratorGroupSelectionChanged", {
	params ["_curator", "_group"];
}];


CuratorMarkerDeleted

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a marker is deleted in curator interface.

this addEventHandler ["CuratorMarkerDeleted", {
	params ["_curator", "_marker"];
}];


CuratorMarkerDoubleClicked

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a marker is double-clicked on in curator interface.

this addEventHandler ["CuratorMarkerDoubleClicked", {
	params ["_curator", "_marker"];
}];


CuratorMarkerEdited

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a marker is moved in curator interface.

this addEventHandler ["CuratorMarkerEdited", {
	params ["_curator", "_marker"];
}];


CuratorMarkerPlaced

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when new marker is placed in curator interface.

this addEventHandler ["CuratorMarkerPlaced", {
	params ["_curator", "_marker"];
}];


CuratorMarkerSelectionChanged

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a marker is selected in curator interface.

this addEventHandler ["CuratorMarkerSelectionChanged", {
	params ["_curator", "_marker"];
}];


CuratorObjectDeleted

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when an object is deleted in curator interface.

this addEventHandler ["CuratorObjectDeleted", {
	params ["_curator", "_entity"];
}];


CuratorObjectDoubleClicked

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when an object is double-clicked on in curator interface.

this addEventHandler ["CuratorObjectDoubleClicked", {
	params ["_curator", "_entity"];
}];


CuratorObjectEdited

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when an object is moved or rotated in curator interface.

this addEventHandler ["CuratorObjectEdited", {
	params ["_curator", "_entity"];
}];


CuratorObjectPlaced

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when new object is placed in curator interface. This event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles.

this addEventHandler ["CuratorObjectPlaced", {
	params ["_curator", "_entity"];
}];


CuratorObjectRegistered

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when player enters curator interface. Assign curator cost to every object in the game. This is the primary method that a mission designer can use to limit the objects a curator can place.
Full article - Curator

this addEventHandler ["CuratorObjectRegistered", {
	params ["_curator", "_input"];
}];


CuratorObjectSelectionChanged

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when an object is selected in curator interface.

this addEventHandler ["CuratorObjectSelectionChanged", {
	params ["_curator", "_entity"];
}];


CuratorPinged

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a player pings his curator(s) by pressing Zeus key. To add player to specific curator, use addCuratorEditableObjects command.

this addEventHandler ["CuratorPinged", {
	params ["_curator", "_unit"];
}];


CuratorWaypointDeleted

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a waypoint is deleted in curator interface.

this addEventHandler ["CuratorWaypointDeleted", {
	params ["_curator", "_waypoint"];
}];


CuratorWaypointDoubleClicked

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a waypoint is double-clicked on in curator interface.

this addEventHandler ["CuratorWaypointDoubleClicked", {
	params ["_curator", "_waypoint"];
}];


CuratorWaypointEdited

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a waypoint is moved in curator interface.

this addEventHandler ["CuratorWaypointEdited", {
	params ["_curator", "_waypoint"];
}];


CuratorWaypointPlaced

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when new waypoint is placed in curator interface.

this addEventHandler ["CuratorWaypointPlaced", {
	params ["_curator", "_group", "_waypointID"];
}];


CuratorWaypointSelectionChanged

Arguments of this scripting command have to be local to the client the command is executed on
Triggered when a waypoint is selected in curator interface.

this addEventHandler ["CuratorWaypointSelectionChanged", {
	params ["_curator", "_waypoint"];
}];



Multiplayer Event Handlers

Global object event handler, executed on every connected machine.
Commands:

MPHit

Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once.

Is not always triggered when unit is killed by a hit. Most of the time only the Killed event handler is triggered when a unit dies from a hit. The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased. Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to allowDamage false. However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage (unit addEventHandler ["HandleDamage", {0}];. Will not trigger once the unit is dead.

Note: call a function from the MPHit EH code space rather than defining the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!

  • unit: Object - Object the event handler is assigned to
  • causedBy: Object - Object that caused the damage. Contains the unit itself in case of collisions.
  • damage: Number - Level of damage caused by the hit
  • Introduced with Arma 3 version 1.65
    instigator: Object - Person who pulled the trigger


MPKilled

Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
Triggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once.

  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit
    Contains the unit itself in case of collisions
  • Introduced with Arma 3 version 1.65
    instigator: Object - Person who pulled the trigger
  • Introduced with Arma 3 version 1.67
    useEffects: Boolean - same as useEffects in setDamage alt syntax


MPRespawn

Arguments 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
Triggered when a unit, it is assigned to, respawns. This EH does not work as one would expect MP EH should work like. It is only triggered on one machine where the unit it was assigned to is local. The only difference between Respawn and MPRespawn is that MPRespawn can be assigned from anywhere while Respawn requires the unit to be local.

MPRespawn EH expects the EH code to return array in format of Position, which will be used to place respawned unit at desired coordinates.
For example: player addMPEventHandler ["MPRespawn", {[1234,1234,0]}]; will place player at [1234,1234,0] immediately on respawn.

  • unit: Object - Object the event handler is assigned to
  • corpse: Object - Object the event handler was assigned to, aka the corpse/unit player was previously controlling.



Mission Event Handlers

Mission event handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over. The following mission EHs are available in Arma 3:

For detailed description see Mission Event Handlers page.


Player's UI Event Handlers

In Game UI Event Handlers trigger when user scrolls or activates in game action menu.
The following mission EHs are available in Arma 3:

Only one event of each kind can exist, adding another will overwrite the existing one.

Commands:

Full article - Arma 3: Event Handlers/inGameUISetEventHandler


UI Event Handlers (Displays and Controls)

Commands:

Full article - User Interface Event Handlers


Music Event Handlers

Music event handler, always executed on the computer where it was added.
Commands:

Introduced with Arma 3 version 0.50

MusicStart

Triggers when CfgMusic sound starts playing, after being executed with playMusic command.

This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler.


Introduced with Arma 3 version 0.50

MusicStop

Triggers when CfgMusic sound finished playing, after being executed with playMusic command. Note that EH will not be triggered if you force stop the music with playMusic "".

This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler.



Eden Editor

Commands:

Full article - Arma 3: Event Handlers: Eden Editor and its sub-category Object Event Handlers - see also Eden Editor