Arma 3: Event Handlers: Eden Editor

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Editor Event Handlers

Eden Editor Event Handlers are added to the editor instance and will remain active for the duration of a session. Launching a preview will keep the event handlers, but closing the editor will erase all of them and you will have to add them again on the next Eden instance.

Related commands

Config

Alternatively, you can define event handlers directly in the config. Use your custom section (mySection in the example) to prevent overriding handlers from other sources. Handlers defined here will automatically be added when Eden Editor is opened.

class Cfg3DEN
{
	class EventHandlers
	{
		class mySection
		{
			onUndo = "hint 'Undo';";
			// <handlerName> = <handlerExpression>
		};
	};
};

Events

Most handlers don't receive any arguments.

That is intended, because in most cases, required data can be obtained either using get3DENActionState, or by specialized 'get' commands.

OnConnectingStart

When Connecting operation is initiated.

add3DENEventHandler ["OnConnectingStart", {
	params ["_class", "_from"];
}];


OnConnectingEnd

When Connecting operation is terminated, no matter if it was confirmed or canceled.

add3DENEventHandler ["OnConnectingEnd", {
	params ["_class", "_from", "_to"];
}];
  • class: Config - connection config class
  • from: Array of 3DEN entities
  • to: Eden Entity (when connecting was successful) or nil (when connecting was terminated)


OnCopy

When entities are copied.
No arguments


OnCut

When entities are cut.
No arguments


OnDeleteUnits

When entities are deleted.
No arguments


OnEntityMenu

When Entity Context Menu is opened.

add3DENEventHandler ["OnEntityMenu", {
	params ["_position", "_entity", "_listPath"];
}];
  • position: Array - Position where user clicked to open the menu.
    • Entity position when clicked on an entity.
    • Empty array when clicked on something that doesn't have position (i.e. abstract folder in Edit list like BLUFOR, Trigger, etc.)
  • entity: Eden Entity
    • Nil when clicked on empty space
  • listPath: Array - UI tree path when clicked on entity in the Entity List.
    • Nil when clicked in the scene (we cannot use empty array, because that's a path to root item)


OnGridChange

When grid changes, either using Toolbar option, ot by scripting command set3DENGrid.

add3DENEventHandler ["OnGridChange", {
	params ["_gridType", "_gridValue"];
}];
  • gridType: String - can be "translation", "rotation" or "scaling"
  • gridValue: Number


OnHistoryChange

When history changes.
No arguments


OnMapClosed

When map is closed.
No arguments


OnMapOpened

When map is opened.
No arguments


OnMessage

Handler used for showing on-screen notifications, triggered by various range of events. Message IDs:

  • 0 - Mission saved
  • 1 - Mission autosaved
  • 2 - Trying to move a character into full vehicle
  • 3 - Moved character into enemy vehicle
  • 4 - Trying to run mission without any player
  • 5 - Mission exported to SP
  • 6 - Mission exported to MP
  • 7 - Attempting to delete a default layer
add3DENEventHandler ["OnMessage", {
	params ["_messageID"];
}];


OnMissionAutosave

When scenario is autosaved.
No arguments


OnMissionLoad

When scenario is loaded.
No arguments


OnMissionNew

When new scenario is started. Executed also when Eden is opened with an empty scenario.
No arguments


OnMissionPreview

When scenario preview is started. Executed when the scenario is already loaded, so entities in it can be accessed.

add3DENEventHandler ["OnMissionPreview", {
	params ["_objects", "_groups", "_waypoints", "_markers"];
}];
  • objects: Array
  • groups: Array
  • waypoints: Array
  • markers: Array

Each array is in format:

[entity1, id1, entity2, id2, ..., entityN, idN]


OnMissionListChange

When the current list of missions in the open/save mission dialog changes, i.e when first opened or a different folder is selected.
No arguments


OnMissionPreviewEnd

When preview ends and user returns back to Eden Editor.
No arguments


OnMissionSave

When scenario is saved.
No arguments


OnMissionSaveAs

When Save As action is triggered (i.e. Save window is opened, but the mission is not necessarily saved yet).
No arguments


OnModeChange

When editing mode is changed (i.e. from Objects to Triggers).
No arguments


OnMoveGridToggle

When translation grid is toggled on or off.
No arguments


OnPaste

When entities are pasted.
No arguments


OnPasteUnitOrig

When entities are pasted on their original positions.
No arguments


OnRedo

When undo operation is redone.
No arguments


OnRotateGridToggle

When rotation grid is toggled on or off.
No arguments


OnSelectionChange

When entity selection changes. Use get3DENSelected to return currently selected entities.
No arguments


OnScaleGridToggle

When area scaling grid is toggled on or off.
No arguments


OnSearchCreate

When "SearchCreate" action is triggered (e.g. when pressing Ctrl+Shift+F).
No arguments


OnSearchEdit

When "SearchEdit" action is triggered (e.g. when pressing Ctrl+F).
No arguments


OnServerToggle

When server is created or destroyed from the preview.
No arguments


OnSubmodeChange

When submode (e.g. BLUFOR or OFPOR for Objects, or Modules for Systems) changes.
No arguments


OnSurfaceSnapToggle

When surface snap settings are changed.
No arguments


OnTerrainNew

When new terrain is loaded. Executed also when Eden is opened.
No arguments


OnToggleMapTextures

When map textures are toggled on or off.
No arguments


OnTogglePlaceEmptyVehicle

When the Place vehicles with crew is toggled on/off in Objects mode.
No arguments


OnUndo

When an operation is undone.
No arguments


OnVerticalToggle

When vertical mode settings are changed.
No arguments


OnWidgetArea

When area widget is selected.
No arguments


OnWidgetNone

When no widget is selected.
No arguments


OnWidgetRotation

When rotation widget is selected.
No arguments


OnWidgetScale

When scaling widget is selected.
No arguments


OnWidgetToggle

When widget is toggled (i.e. browsing through all widget types)
No arguments


OnWidgetTranslation

When translation widget is selected.
No arguments


OnWorkspacePartSwitch

When scenario phase is selected.
No arguments


Object Event Handlers

Editor specific event handlers can be also added directly to objects, using addEventHandler command.

These handlers exist only for the duration of active workspace. Running a preview or loading the same scenario again will erase all object event handlers, because objects themselves are despawned from the world and then created again.


Related commands

Events

Most handlers don't receive any arguments.

That is intended, because in most cases, required data can be obtained either using get3DENActionState, or by specialized 'get' commands.

AttributesChanged3DEN

When object's attributes are changed. Can happen when moving or rotating the object, when changing its attributes in attributes window, or when some scripts change attributes using set3DENAttributes command.

add3DENEventHandler ["AttributesChanged3DEN", {
	params ["_object"];
}];
  • object: Object - affected object


ConnectionChanged3DEN

When a connection is added or removed from an object.

add3DENEventHandler ["ConnectionChanged3DEN", {
	params ["_object"];
}];
  • object: Object - affected object


RegisteredToWorld3DEN

When object is re-added to the scenario after undoing a delete operation.

add3DENEventHandler ["RegisteredToWorld3DEN", {
	params ["_object"];
}];
  • object: Object - affected object


UnregisteredFromWorld3DEN

When object is removed from the scenario. That happens when you delete it, but also when you undo placement operation.

add3DENEventHandler ["UnregisteredFromWorld3DEN", {
	params ["_object"];
}];
  • object: Object - affected object


Dragged3DEN

When object is dragged.

add3DENEventHandler ["Dragged3DEN", {
	params ["_object"];
}];
  • object: Object - affected object