Event Handlers – Operation Flashpoint
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(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.) | ||
'''Note:''' Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot). | |||
Passed array: '''[unit, selectionName, damage]''' | Passed array: '''[unit, selectionName, damage]''' | ||
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* unit: [[Object]] - Object the event handler is assigned to <br> | * unit: [[Object]] - Object the event handler is assigned to <br> | ||
* selectionName: [[String]] - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body) <br> | * selectionName: [[String]] - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body) <br> | ||
* damage: [[Number]] - Resulting level of damage | * damage: [[Number]] - Resulting level of damage | ||
=== Engine === | === Engine === | ||
Triggered when the engine of the unit is turned on/off. | Triggered when the engine of the unit is turned on/off. |
Revision as of 21:52, 22 November 2006
Dammaged
Triggered when the unit is damaged.
Global.
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
Note: Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).
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 - Resulting level of damage
Engine
Triggered when the engine of the unit is turned on/off.
Global.
There is a bug in MP: On clients where the vehicle is not local, engineState is always false, so you should use the following instead.
_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]
Passed array: [unit, engineState]
- unit: Object - Object the event handler is assigned to
- engineState: Boolean - True when the engine is turned on, 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 which was used
- mode: String - Current mode of the fired weapon
- ammo: String - Ammo used
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 a member 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
MP Note: When calling functions, the commands player and group as well as remote objects are not initialised.
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]