Event Handlers – Operation Flashpoint

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=== Dammaged ===  
=== Dammaged ===  
Triggered when the unit is damaged. Global. <br>
Triggered when the unit is damaged.
 
Global.
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)



Revision as of 13:14, 23 July 2006

Dammaged

Triggered when the unit is damaged.

Global. (If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)

Passed array: [unit, selectionName, damage]

  • unit: Object - object the event handler is assigned to
  • selectionName: String - name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body)
  • damage: Number - caused level of damage


Engine

Triggered when the engine of the unit is turned on/off. Global.
Has a bug in MP: on clients where the vehicle is not local, engineState is always false, so you should use..._vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"] instead.

Passed array: [unit, engineState]

  • unit: Object - object the event handler is assigned to
  • engineState: Boolean - true when the engine is turned off, false when turned off


Fired

Triggered when the unit fires a weapon. Global.

Passed array: [unit, weapon, muzzle, mode, ammo]

  • unit: Object - object the event handler is assigned to
  • weapon: String - fired weapon
  • muzzle: String - muzzle of which was fired
  • mode: String - current mode of the fired weapon
  • ammo: String - fired ammo


Fuel

Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle). Global.

Passed array: [unit, fuelState]

  • unit: Object - object the event handler is assigned to
  • fuelState: Boolean - 0 when no fuel, 1 when the fuel tank is full


Gear

Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is substitute of the class "Plane"). Global.

Passed array: [unit, gearState]

  • unit: Object - object the event handler is assigned to
  • gearState: Boolean - true when the gear is lowered, false when retracted


GetIn

Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle). Global.

Passed array: [unit, position, enterer]

  • unit: Object - object the event handler is assigned to
  • position: String - can be either "driver", "gunner", "commander" or "cargo"
  • enterer: Object - object that got into the vehicle


GetOut

Triggered when a unit gets out from the object, works the same way as GetIn. Global.


Hit

Triggered when the unit is hit/damaged. Local.

Passed array: [unit, causedBy, damage]

  • 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


Init

Triggered on mission start. Global.

Passed array: [unit]

  • unit: Object - object the event handler is assigned to


IncomingMissile

Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit. Global.

Passed array: [unit, ammo, whoFired]

  • unit: Object - object the event handler is assigned to
  • ammo: String - ammo type that was fired on the unit
  • whoFired: Object - object that fired the weapon

Killed

Triggered when the unit is killed. Local.

Passed array: [unit, killer]

  • unit: Object - object the event handler is assigned to
  • killer: Object - object that killed the unit