Event Handlers – Arma 3
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence. | Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence. | ||
< | <sqf> | ||
this addEventHandler ["AnimChanged", { | this addEventHandler ["AnimChanged", { | ||
params ["_unit", "_anim"]; | params ["_unit", "_anim"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered every time an animation is finished. Triggered for all animation states in a sequence. | Triggered every time an animation is finished. Triggered for all animation states in a sequence. | ||
< | <sqf> | ||
this addEventHandler ["AnimDone", { | this addEventHandler ["AnimDone", { | ||
params ["_unit", "_anim"]; | params ["_unit", "_anim"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered every time an animation state changes. Triggered for all animation states in a sequence. | Triggered every time an animation state changes. Triggered for all animation states in a sequence. | ||
< | <sqf> | ||
this addEventHandler ["AnimStateChanged", { | this addEventHandler ["AnimStateChanged", { | ||
params ["_unit", "_anim"]; | params ["_unit", "_anim"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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Triggered when a vehicle is loaded into another vehicle ([[setVehicleCargo|ViV]]).<br> | Triggered when a vehicle is loaded into another vehicle ([[setVehicleCargo|ViV]]).<br> | ||
It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases. | It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases. | ||
< | <sqf> | ||
this addEventHandler ["CargoLoaded", { | this addEventHandler ["CargoLoaded", { | ||
params ["_parentVehicle", "_cargoVehicle"]; | params ["_parentVehicle", "_cargoVehicle"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* parentVehicle: [[Object]] - The transport (parent) vehicle. | * parentVehicle: [[Object]] - The transport (parent) vehicle. | ||
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Triggered when a vehicle is unloaded from another vehicle ([[setVehicleCargo|ViV]]).<br> | Triggered when a vehicle is unloaded from another vehicle ([[setVehicleCargo|ViV]]).<br> | ||
It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases. | It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases. | ||
< | <sqf> | ||
this addEventHandler ["CargoUnloaded", { | this addEventHandler ["CargoUnloaded", { | ||
params ["_parentVehicle", "_cargoVehicle"]; | params ["_parentVehicle", "_cargoVehicle"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* parentVehicle: [[Object]] - The transport (parent) vehicle. | * parentVehicle: [[Object]] - The transport (parent) vehicle. | ||
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Note: will trigger only for the unit opening container. | Note: will trigger only for the unit opening container. | ||
< | <sqf> | ||
this addEventHandler ["ContainerClosed", { | this addEventHandler ["ContainerClosed", { | ||
params ["_container", "_unit"]; | params ["_container", "_unit"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* container: [[Object]] - Cargo container. | * container: [[Object]] - Cargo container. | ||
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Note: will trigger only for the unit opening container. | Note: will trigger only for the unit opening container. | ||
< | <sqf> | ||
this addEventHandler ["ContainerOpened", { | this addEventHandler ["ContainerOpened", { | ||
params ["_container", "_unit"]; | params ["_container", "_unit"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* container: [[Object]] - Cargo container. | * container: [[Object]] - Cargo container. | ||
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This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on both, client and server PC, but subsequent co-pilot "Release Controls" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of [[Arma 3: Mission Event Handlers#ControlsShifted | ControlsShifted]] event handler. | This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on both, client and server PC, but subsequent co-pilot "Release Controls" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of [[Arma 3: Mission Event Handlers#ControlsShifted | ControlsShifted]] event handler. | ||
< | <sqf> | ||
this addEventHandler ["ControlsShifted", { | this addEventHandler ["ControlsShifted", { | ||
params ["_vehicle", "_activeCoPilot", "_oldController"]; | params ["_vehicle", "_activeCoPilot", "_oldController"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - Vehicle which controls were shifted. | * vehicle: [[Object]] - Vehicle which controls were shifted. | ||
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* 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. | * 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. | ||
< | <sqf> | ||
this addEventHandler ["Dammaged", { | this addEventHandler ["Dammaged", { | ||
params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"]; | params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered just before the assigned entity is deleted. | Triggered just before the assigned entity is deleted. | ||
< | <sqf> | ||
this addEventHandler ["Deleted", { | this addEventHandler ["Deleted", { | ||
params ["_entity"]; | params ["_entity"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* entity: [[Object]] - Object the event handler is assigned to | * entity: [[Object]] - Object the event handler is assigned to | ||
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{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.<br> | Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.<br> | ||
< | <sqf> | ||
this addEventHandler ["Disassembled", { | this addEventHandler ["Disassembled", { | ||
params ["_entity", "_primaryBag", "_secondaryBag"]; | params ["_entity", "_primaryBag", "_secondaryBag"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* entity: [[Object]] - Object the event handler is assigned to | * entity: [[Object]] - Object the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when the engine of the unit is turned on/off. | Triggered when the engine of the unit is turned on/off. | ||
< | <sqf> | ||
this addEventHandler ["Engine", { | this addEventHandler ["Engine", { | ||
params ["_vehicle", "_engineState"]; | params ["_vehicle", "_engineState"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | * vehicle: [[Object]] - Vehicle the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when object collision (PhysX) is in progress. | Triggered when object collision (PhysX) is in progress. | ||
< | <sqf> | ||
this addEventHandler ["EpeContact", { | this addEventHandler ["EpeContact", { | ||
params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; | params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* object1: [[Object]] - Object with attached handler. | * object1: [[Object]] - Object with attached handler. | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when object collision (PhysX) ends. | Triggered when object collision (PhysX) ends. | ||
< | <sqf> | ||
this addEventHandler ["EpeContactEnd", { | this addEventHandler ["EpeContactEnd", { | ||
params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; | params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* object1: [[Object]] - Object with attached handler. | * object1: [[Object]] - Object with attached handler. | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when object collision (PhysX) starts. | Triggered when object collision (PhysX) starts. | ||
< | <sqf> | ||
this addEventHandler ["EpeContactStart", { | this addEventHandler ["EpeContactStart", { | ||
params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; | params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* object1: [[Object]] - Object with attached handler. | * object1: [[Object]] - Object with attached handler. | ||
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Triggered when a vehicle or unit is damaged by a nearby explosion. | 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. | 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. | ||
< | <sqf> | ||
this addEventHandler ["Explosion", { | this addEventHandler ["Explosion", { | ||
params ["_vehicle", "_damage"]; | params ["_vehicle", "_damage"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - Object the event handler is assigned to | * vehicle: [[Object]] - Object the event handler is assigned to | ||
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{{Feature|Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}} | {{Feature|Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}} | ||
< | <sqf> | ||
this addEventHandler ["Fired", { | this addEventHandler ["Fired", { | ||
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; | params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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For [[remoteControl]]ed unit use "Fired" EH instead. | For [[remoteControl]]ed unit use "Fired" EH instead. | ||
{{Feature|Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}} | {{Feature|Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}} | ||
< | <sqf> | ||
this addEventHandler ["FiredMan", { | this addEventHandler ["FiredMan", { | ||
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; | params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Unit the event handler is assigned to (the instigator) | * unit: [[Object]] - Unit the event handler is assigned to (the instigator) | ||
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To check if "Manual Fire" is on, use [[isManualFire]]. The actual shot instigator could be retrieved with [[getShotParents]] command. | To check if "Manual Fire" is on, use [[isManualFire]]. The actual shot instigator could be retrieved with [[getShotParents]] command. | ||
{{GVI|Arma 3|1.30}} Works with thrown weapons. | {{GVI|Arma 3|1.30}} Works with thrown weapons. | ||
< | <sqf> | ||
this addEventHandler ["FiredNear", { | this addEventHandler ["FiredNear", { | ||
params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"]; | params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty. | Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty. | ||
< | <sqf> | ||
this addEventHandler ["Fuel", { | this addEventHandler ["Fuel", { | ||
params ["_vehicle", "_hasFuel"]; | params ["_vehicle", "_hasFuel"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - vehicle the event handler is assigned to | * vehicle: [[Object]] - vehicle the event handler is assigned to | ||
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Also triggered for helicopters in landing mode, regardless if they have retractable gear or not. | Also triggered for helicopters in landing mode, regardless if they have retractable gear or not. | ||
{{Feature|Informative|Not to be confused with ''[[Arma 3: Event Handlers#InventoryOpened|InventoryOpened]]'' and ''[[Arma 3: Event Handlers#InventoryClosed|InventoryClosed]]'' events, ''Gear'' fires when the landing gear state on an aircraft has changed.}} | {{Feature|Informative|Not to be confused with ''[[Arma 3: Event Handlers#InventoryOpened|InventoryOpened]]'' and ''[[Arma 3: Event Handlers#InventoryClosed|InventoryClosed]]'' events, ''Gear'' fires when the landing gear state on an aircraft has changed.}} | ||
< | <sqf> | ||
this addEventHandler ["Gear", { | this addEventHandler ["Gear", { | ||
params ["_vehicle", "_gearState"]; | params ["_vehicle", "_gearState"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | * vehicle: [[Object]] - Vehicle the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered every time a new gesture is played. | Triggered every time a new gesture is played. | ||
< | <sqf> | ||
this addEventHandler ["GestureChanged", { | this addEventHandler ["GestureChanged", { | ||
params ["_unit", "_gesture"]; | params ["_unit", "_gesture"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered every time a gesture is finished. | Triggered every time a gesture is finished. | ||
< | <sqf> | ||
this addEventHandler ["GestureDone", { | this addEventHandler ["GestureDone", { | ||
params ["_unit", "_gesture"]; | params ["_unit", "_gesture"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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In vehicles with multi-turret setup, entering any turret will show "gunner" for position. | In vehicles with multi-turret setup, entering any turret will show "gunner" for position. | ||
< | <sqf> | ||
this addEventHandler ["GetIn", { | this addEventHandler ["GetIn", { | ||
params ["_vehicle", "_role", "_unit", "_turret"]; | params ["_vehicle", "_role", "_unit", "_turret"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | * vehicle: [[Object]] - Vehicle the event handler is assigned to | ||
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Triggers when a unit enters a vehicle. Similar to "GetIn" but must be assigned to a unit and not vehicle. | 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 [[Multiplayer Scripting#Locality|local]]. This EH is triggered by moveInXXXX commands and "GetInXXXX" [[action]]s. | Persistent on respawn if assigned where unit was [[Multiplayer Scripting#Locality|local]]. This EH is triggered by moveInXXXX commands and "GetInXXXX" [[action]]s. | ||
< | <sqf> | ||
this addEventHandler ["GetInMan", { | this addEventHandler ["GetInMan", { | ||
params ["_unit", "_role", "_vehicle", "_turret"]; | params ["_unit", "_role", "_vehicle", "_turret"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Unit the event handler is assigned to | * unit: [[Object]] - Unit the event handler is assigned to | ||
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Triggers when a unit gets out from the vehicle to which this EH has been added. | Triggers when a unit gets out from the vehicle to which this EH has been added. | ||
This EH is triggered by [[moveOut]], "GetOut" & "Eject" [[action]]s, if an [[alive]] [[crew]] member disconnects or is deleted, but not upon a seat change within the same vehicle. | This EH is triggered by [[moveOut]], "GetOut" & "Eject" [[action]]s, if an [[alive]] [[crew]] member disconnects or is deleted, but not upon a seat change within the same vehicle. | ||
< | <sqf> | ||
this addEventHandler ["GetOut", { | this addEventHandler ["GetOut", { | ||
params ["_vehicle", "_role", "_unit", "_turret"]; | params ["_vehicle", "_role", "_unit", "_turret"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | * vehicle: [[Object]] - Vehicle the event handler is assigned to | ||
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Triggers when a unit exits a vehicle. Similar to "GetOut" but must be assigned to a unit and not vehicle. | 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 [[Multiplayer Scripting#Locality|local]]. This EH is triggered by [[moveOut]] and "GetOut" & "Eject" [[action]]s. | Persistent on respawn if assigned where unit was [[Multiplayer Scripting#Locality|local]]. This EH is triggered by [[moveOut]] and "GetOut" & "Eject" [[action]]s. | ||
< | <sqf> | ||
this addEventHandler ["GetOutMan", { | this addEventHandler ["GetOutMan", { | ||
params ["_unit", "_role", "_vehicle", "_turret"]; | params ["_unit", "_role", "_vehicle", "_turret"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - unit the event handler is assigned to | * unit: [[Object]] - unit the event handler is assigned to | ||
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Additional {{ExternalLink|link= https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/|text= Celery's explanation (Updated by ShadowRanger for Arma 3)}}. | Additional {{ExternalLink|link= https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/|text= Celery's explanation (Updated by ShadowRanger for Arma 3)}}. | ||
< | <sqf> | ||
this addEventHandler ["HandleDamage", { | this addEventHandler ["HandleDamage", { | ||
params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; | params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to. | * unit: [[Object]] - Object the event handler is assigned to. | ||
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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.<br><br> | 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.<br><br> | ||
This code will fix unit to 100% health after self-use of medpack: | This code will fix unit to 100% health after self-use of medpack: | ||
<sqf> | |||
this addEventHandler ["HandleHeal", { | |||
_this spawn { | |||
params ["_injured", "_healer"]; | |||
private _damage = damage _injured; | |||
if (_injured == _healer) then { | |||
waitUntil { damage _injured != _damage }; | |||
if (damage _injured < _damage) then { | |||
_injured setDamage 0; | |||
}; | |||
}; | |||
}; | |||
< | }]; | ||
</sqf> | |||
<sqf> | |||
this addEventHandler ["HandleHeal", { | this addEventHandler ["HandleHeal", { | ||
params ["_unit", "_healer", "_isMedic"]; | params ["_unit", "_healer", "_isMedic"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] | * unit: [[Object]] | ||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in [[Scheduler#Unscheduled_Environment|unscheduled environment]]. | Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in [[Scheduler#Unscheduled_Environment|unscheduled environment]]. | ||
Doesn't trigger for editor placed units. | Doesn't trigger for editor placed units. Does not work in Multiplayer. If EH scope returns [[true]], the default engine identity application is overridden. | ||
< | <sqf> | ||
bob | bob = group player createUnit [typeOf player, position player, [], 0, "none"]; | ||
bob addEventHandler ["HandleIdentity", { hint str _this }]; | |||
</sqf> | |||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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Triggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill. | 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. | If EH code returns [[Number]], this will override default engine behaviour and the resulting value added will be the one returned by EH code. | ||
< | <sqf> | ||
this addEventHandler ["HandleRating", { | this addEventHandler ["HandleRating", { | ||
params ["_unit", "_rating"]; | params ["_unit", "_rating"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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For remote units like players, the event does not persist after respawn, and must be re-added to the new unit. <br><br> | For remote units like players, the event does not persist after respawn, and must be re-added to the new unit. <br><br> | ||
'''NOTE:''' MP only. | '''NOTE:''' MP only. | ||
< | <sqf> | ||
this addEventHandler ["HandleScore", { | this addEventHandler ["HandleScore", { | ||
params ["_unit", "_object", "_score"]; | params ["_unit", "_object", "_score"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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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.<br> | 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.<br> | ||
Does not fire when a unit is set to allowDamage false. | Does not fire when a unit is set to allowDamage false. | ||
< | <sqf> | ||
this addEventHandler ["Hit", { | this addEventHandler ["Hit", { | ||
params ["_unit", "_source", "_damage", "_instigator"]; | params ["_unit", "_source", "_damage", "_instigator"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
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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 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. | ||
< | <sqf> | ||
this addEventHandler ["HitPart", { | this addEventHandler ["HitPart", { | ||
(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; | (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* target: [[Object]] - Object that got injured/damaged. | * target: [[Object]] - Object that got injured/damaged. | ||
Line 633: | Line 636: | ||
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config. | Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config. | ||
e.g: | e.g: | ||
<syntaxhighlight lang="cpp">init = "params ['_entity'];";</syntaxhighlight> | <syntaxhighlight lang="cpp">>init = "params ['_entity'];";</syntaxhighlight> | ||
< | <sqf>params ["_entity"];</sqf> | ||
* entity: [[Object]] - Object the event handler is assigned to | * entity: [[Object]] - Object the event handler is assigned to | ||
Line 641: | Line 644: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target. | Triggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target. | ||
< | <sqf> | ||
this addEventHandler ["IncomingMissile", { | this addEventHandler ["IncomingMissile", { | ||
params ["_target", "_ammo", "_vehicle", "_instigator"]; | params ["_target", "_ammo", "_vehicle", "_instigator"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* target: [[Object]] - Object the event handler is assigned to | * target: [[Object]] - Object the event handler is assigned to | ||
Line 656: | Line 659: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when the unit closes inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger. | Triggered when the unit closes inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger. | ||
<sqf> | |||
// Delete dropped items when inventory closed | |||
player addEventHandler ["InventoryClosed", { | |||
deleteVehicle (_this select 1); | |||
}]; | |||
< | </sqf> | ||
<sqf> | |||
this addEventHandler ["InventoryClosed", { | this addEventHandler ["InventoryClosed", { | ||
params ["_unit", "_container"]; | params ["_unit", "_container"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 675: | Line 679: | ||
Triggered when unit opens inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger. End EH main scope with [[true]] to override the opening of the inventory in case you wish to handle it yourself: | Triggered when unit opens inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger. End EH main scope with [[true]] to override the opening of the inventory in case you wish to handle it yourself: | ||
<sqf> | |||
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 setPosASL (player modelToWorldVisualWorld [0,1.5,0.5]); | |||
player action ["Gear", _box]; | |||
true; // <-- inventory override | |||
}]; | |||
</sqf> | |||
To return all nearby containers use [[nearSupplies]] command. | To return all nearby containers use [[nearSupplies]] command. | ||
< | <sqf> | ||
this addEventHandler ["InventoryOpened", { | this addEventHandler ["InventoryOpened", { | ||
params ["_unit", "_container"]; | params ["_unit", "_container"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 700: | Line 706: | ||
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. | 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. | ||
< | <sqf> | ||
this addEventHandler ["Killed", { | this addEventHandler ["Killed", { | ||
params ["_unit", "_killer", "_instigator", "_useEffects"]; | params ["_unit", "_killer", "_instigator", "_useEffects"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 715: | Line 721: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when a plane (AI or player) touches the ground. | Triggered when a plane (AI or player) touches the ground. | ||
< | <sqf> | ||
this addEventHandler ["LandedTouchDown", { | this addEventHandler ["LandedTouchDown", { | ||
params ["_plane", "_airportID"]; | params ["_plane", "_airportID"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* plane: [[Object]] - Object the event handler is assigned to | * plane: [[Object]] - Object the event handler is assigned to | ||
Line 728: | Line 734: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when an AI pilot would get out usually. Not executed for player. | Triggered when an AI pilot would get out usually. Not executed for player. | ||
< | <sqf> | ||
this addEventHandler ["LandedStopped", { | this addEventHandler ["LandedStopped", { | ||
params ["_plane", "_airportID"]; | params ["_plane", "_airportID"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* plane: [[Object]] - Object the event handler is assigned to | * plane: [[Object]] - Object the event handler is assigned to | ||
Line 741: | Line 747: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
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) | 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) | ||
< | <sqf> | ||
this addEventHandler ["Landing", { | this addEventHandler ["Landing", { | ||
params ["_plane", "_airportID", "_isCarrier"]; | params ["_plane", "_airportID", "_isCarrier"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* plane: [[Object]] - Object the event handler is assigned to | * plane: [[Object]] - Object the event handler is assigned to | ||
Line 757: | Line 763: | ||
The exact moment of triggering coincides with retracting of the gear ("Gear" EH). | 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 | '''Note''': Doesn't trigger if player switches off auto-pilot. Canceled is spelled with one L | ||
< | <sqf> | ||
this addEventHandler ["LandingCanceled", { | this addEventHandler ["LandingCanceled", { | ||
params ["_plane", "_airportID", "_isCarrier"]; | params ["_plane", "_airportID", "_isCarrier"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* plane: [[Object]] - Object the event handler is assigned to | * plane: [[Object]] - Object the event handler is assigned to | ||
Line 773: | Line 779: | ||
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 [[Magic Variables#this|_this]] [[select]] 1 will be [[true]], | 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 [[Magic Variables#this|_this]] [[select]] 1 will be [[true]], | ||
and on the computer from which ownership is transferred (old owner), in which case [[Magic Variables#this|_this]] [[select]] 1 will be [[false]]. | and on the computer from which ownership is transferred (old owner), in which case [[Magic Variables#this|_this]] [[select]] 1 will be [[false]]. | ||
< | <sqf> | ||
this addEventHandler ["Local", { | this addEventHandler ["Local", { | ||
params ["_entity", "_isLocal"]; | params ["_entity", "_isLocal"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* entity: [[Object]] - The object that changed locality. | * entity: [[Object]] - The object that changed locality. | ||
Line 786: | Line 792: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggers when [[calculatePath]] command has calculated the path. | Triggers when [[calculatePath]] command has calculated the path. | ||
< | <sqf> | ||
this addEventHandler ["PathCalculated", { | this addEventHandler ["PathCalculated", { | ||
params ["_agent", "_path"]; | params ["_agent", "_path"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* agent: [[Object]] - The agent instance which was used to calculate the path | * agent: [[Object]] - The agent instance which was used to calculate the path | ||
Line 797: | Line 803: | ||
{{ArgTitle|4|PeriscopeElevationChanged|{{GVI|arma3|2.00}}}} | {{ArgTitle|4|PeriscopeElevationChanged|{{GVI|arma3|2.00}}}} | ||
Fires every frame during periscope elevation animation. | Fires every frame during periscope elevation animation. | ||
< | <sqf> | ||
this addEventHandler ["PeriscopeElevationChanged", { | this addEventHandler ["PeriscopeElevationChanged", { | ||
params ["_vehicle", "_turret", "_elevation", "_direction", "_userisblocked"]; | params ["_vehicle", "_turret", "_elevation", "_direction", "_userisblocked"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - The vehicle this EH is assigned to | * vehicle: [[Object]] - The vehicle this EH is assigned to | ||
Line 816: | Line 822: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggers when a unit puts an item in a container. | Triggers when a unit puts an item in a container. | ||
< | <sqf> | ||
this addEventHandler ["Put", { | this addEventHandler ["Put", { | ||
params ["_unit", "_container", "_item"]; | params ["_unit", "_container", "_item"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Unit to which the event handler is assigned | * unit: [[Object]] - Unit to which the event handler is assigned | ||
Line 831: | Line 837: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggers when a weapon is reloaded with a new magazine. For more information see: [[Arma_3:_Event_Handlers/Reloaded|Reloaded]] | Triggers when a weapon is reloaded with a new magazine. For more information see: [[Arma_3:_Event_Handlers/Reloaded|Reloaded]] | ||
< | <sqf> | ||
this addEventHandler ["Reloaded", { | this addEventHandler ["Reloaded", { | ||
params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"]; | params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - unit or vehicle to which EH is assigned | * unit: [[Object]] - unit or vehicle to which EH is assigned | ||
Line 847: | Line 853: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a unit respawns. | Triggered when a unit respawns. | ||
< | <sqf> | ||
this addEventHandler ["Respawn", { | this addEventHandler ["Respawn", { | ||
params ["_unit", "_corpse"]; | params ["_unit", "_corpse"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 860: | Line 866: | ||
Triggered when a rope is attached to an object.<br> | Triggered when a rope is attached to an object.<br> | ||
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope. | In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope. | ||
< | <sqf> | ||
this addEventHandler ["RopeAttach", { | this addEventHandler ["RopeAttach", { | ||
params ["_object1", "_rope", "_object2"]; | params ["_object1", "_rope", "_object2"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* object 1: [[Object]] - Object to which the event handler is assigned. | * object 1: [[Object]] - Object to which the event handler is assigned. | ||
Line 874: | Line 880: | ||
Triggered when a rope is detached from an object.<br> | Triggered when a rope is detached from an object.<br> | ||
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope. | In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope. | ||
< | <sqf> | ||
this addEventHandler ["RopeBreak", { | this addEventHandler ["RopeBreak", { | ||
params ["_object1", "_rope", "_object2"]; | params ["_object1", "_rope", "_object2"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* object 1: [[Object]] - Object to which the event handler is assigned. | * object 1: [[Object]] - Object to which the event handler is assigned. | ||
Line 891: | Line 897: | ||
The new position can be obtained with [[assignedVehicleRole]] <unit>. | The new position can be obtained with [[assignedVehicleRole]] <unit>. | ||
This EH must be assigned to a vehicle. | This EH must be assigned to a vehicle. | ||
< | <sqf> | ||
this addEventHandler ["SeatSwitched", { | this addEventHandler ["SeatSwitched", { | ||
params ["_vehicle", "_unit1", "_unit2"]; | params ["_vehicle", "_unit1", "_unit2"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - Vehicle to which the event handler is assigned. | * vehicle: [[Object]] - Vehicle to which the event handler is assigned. | ||
Line 908: | Line 914: | ||
The new position can be obtained with [[assignedVehicleRole]] <unit>. This EH must be assigned to a unit and not a vehicle. | 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 EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local. | ||
< | <sqf> | ||
this addEventHandler ["SeatSwitchedMan", { | this addEventHandler ["SeatSwitchedMan", { | ||
params ["_unit1", "_unit2", "_vehicle"]; | params ["_unit1", "_unit2", "_vehicle"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit1: [[Object]] - Unit switching seat. | * unit1: [[Object]] - Unit switching seat. | ||
Line 922: | Line 928: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
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: | 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: | ||
{{Columns|4| | |||
# Breath | |||
# Breath Injured | |||
# Breath Scuba | |||
# Injured | |||
# Pulsation | |||
# Hit Scream | |||
# Burning | |||
# Drowning | |||
# Drown | |||
# Gasping | |||
# Stabilizing | |||
# Healing | |||
# Healing With Medikit | |||
< | # Recovered | ||
}} | |||
<sqf> | |||
this addEventHandler ["SoundPlayed", { | this addEventHandler ["SoundPlayed", { | ||
params ["_unit", "_soundID"]; | params ["_unit", "_soundID"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Unit to which the event handler is assigned | * unit: [[Object]] - Unit to which the event handler is assigned | ||
Line 949: | Line 957: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggers when enemy projectile is passing by closer than defined suppression radius ammo value in config. Can be made to trigger for the same side if the side is set as enemy to itself:<br> {{hl|[[west]] [[setFriend]] [<nowiki/>[[west]], 0];}} | Triggers when enemy projectile is passing by closer than defined suppression radius ammo value in config. Can be made to trigger for the same side if the side is set as enemy to itself:<br> {{hl|[[west]] [[setFriend]] [<nowiki/>[[west]], 0];}} | ||
< | <sqf> | ||
this addEventHandler ["Suppressed", { | this addEventHandler ["Suppressed", { | ||
params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"]; | params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Unit to which the event is assigned | * unit: [[Object]] - Unit to which the event is assigned | ||
Line 967: | Line 975: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggers when a unit takes an item from a container. | Triggers when a unit takes an item from a container. | ||
< | <sqf> | ||
this addEventHandler ["Take", { | this addEventHandler ["Take", { | ||
params ["_unit", "_container", "_item"]; | params ["_unit", "_container", "_item"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Unit to which the event handler is assigned | * unit: [[Object]] - Unit to which the event handler is assigned | ||
Line 982: | Line 990: | ||
{{ArgTitle|4|TaskSetAsCurrent|{{GVI|arma3|1.32}}}} | {{ArgTitle|4|TaskSetAsCurrent|{{GVI|arma3|1.32}}}} | ||
Triggers when player's current task changes | Triggers when player's current task changes | ||
< | <sqf> | ||
this addEventHandler ["TaskSetAsCurrent", { | this addEventHandler ["TaskSetAsCurrent", { | ||
params ["_unit", "_task"]; | params ["_unit", "_task"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - The player to whom the event handler is assigned | * unit: [[Object]] - The player to whom the event handler is assigned | ||
Line 994: | Line 1,002: | ||
{{ArgTitle|4|TurnIn|{{GVI|arma3|1.66}}}} | {{ArgTitle|4|TurnIn|{{GVI|arma3|1.66}}}} | ||
Triggers when member of crew in a vehicle uses Turn In [[action]] | Triggers when member of crew in a vehicle uses Turn In [[action]] | ||
< | <sqf> | ||
this addEventHandler ["TurnIn", { | this addEventHandler ["TurnIn", { | ||
params ["_vehicle", "_unit", "_turret"]; | params ["_vehicle", "_unit", "_turret"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - The vehicle the event handler is assigned to | * vehicle: [[Object]] - The vehicle the event handler is assigned to | ||
Line 1,007: | Line 1,015: | ||
{{ArgTitle|4|TurnOut|{{GVI|arma3|1.66}}}} | {{ArgTitle|4|TurnOut|{{GVI|arma3|1.66}}}} | ||
Triggers when member of crew in a vehicle uses Turn Out [[action]] | Triggers when member of crew in a vehicle uses Turn Out [[action]] | ||
< | <sqf> | ||
this addEventHandler ["TurnOut", { | this addEventHandler ["TurnOut", { | ||
params ["_vehicle", "_unit", "_turret"]; | params ["_vehicle", "_unit", "_turret"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* vehicle: [[Object]] - The vehicle the event handler is assigned to | * vehicle: [[Object]] - The vehicle the event handler is assigned to | ||
Line 1,019: | Line 1,027: | ||
{{ArgTitle|4|VisionModeChanged|{{GVI|arma3|2.08}}}} | {{ArgTitle|4|VisionModeChanged|{{GVI|arma3|2.08}}}} | ||
Triggers when the assigned vehicle/unit's vision mode has changed. | Triggers when the assigned vehicle/unit's vision mode has changed. | ||
< | <sqf> | ||
player addEventHandler ["VisionModeChanged", { | player addEventHandler ["VisionModeChanged", { | ||
params ["_person", "_visionMode", "_TIindex", "_visionModePrev", "_TIindexPrev", "_vehicle", "_turret"]; | params ["_person", "_visionMode", "_TIindex", "_visionModePrev", "_TIindexPrev", "_vehicle", "_turret"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
Desc WIP | Desc WIP | ||
Line 1,037: | Line 1,045: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon. | Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon. | ||
< | <sqf> | ||
this addEventHandler ["WeaponAssembled", { | this addEventHandler ["WeaponAssembled", { | ||
params ["_unit", "_staticWeapon"]; | params ["_unit", "_staticWeapon"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 1,051: | Line 1,059: | ||
Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.<br><br> | Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.<br><br> | ||
'''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 | '''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 | ||
< | <sqf> | ||
this addEventHandler ["WeaponDisassembled", { | this addEventHandler ["WeaponDisassembled", { | ||
params ["_unit", "_primaryBag", "_secondaryBag"]; | params ["_unit", "_primaryBag", "_secondaryBag"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 1,065: | Line 1,073: | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time. | Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time. | ||
< | <sqf> | ||
this addEventHandler ["WeaponDeployed", { | this addEventHandler ["WeaponDeployed", { | ||
params ["_unit", "_isDeployed"]; | params ["_unit", "_isDeployed"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 1,079: | Line 1,087: | ||
Triggers when weapon rested state changes (weapon near a surface that can provide weapon support). | 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. | Note: A weapon cannot be rested and deployed at the same time. | ||
< | <sqf> | ||
this addEventHandler ["WeaponRested", { | this addEventHandler ["WeaponRested", { | ||
params ["_unit", "_isRested"]; | params ["_unit", "_isRested"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 1,090: | Line 1,098: | ||
==== SelectedActionPerformed ==== | ==== SelectedActionPerformed ==== | ||
RTM helicopter user action event | RTM helicopter user action event | ||
< | <sqf> | ||
this addEventHandler ["SelectedActionPerformed", { | this addEventHandler ["SelectedActionPerformed", { | ||
params ["_caller", "_target", "_enumNumber", "_actionId"]; | params ["_caller", "_target", "_enumNumber", "_actionId"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
{{Feature|important|Limited or non-existent functionality}} | {{Feature|important|Limited or non-existent functionality}} | ||
Line 1,100: | Line 1,108: | ||
==== SelectedActionChanged ==== | ==== SelectedActionChanged ==== | ||
RTM helicopter user action event | RTM helicopter user action event | ||
< | <sqf> | ||
this addEventHandler ["SelectedActionChanged", { | this addEventHandler ["SelectedActionChanged", { | ||
params ["_caller", "_target", "_enumNumber", "_actionId"]; | params ["_caller", "_target", "_enumNumber", "_actionId"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
{{Feature|important|Limited or non-existent functionality}} | {{Feature|important|Limited or non-existent functionality}} | ||
Line 1,110: | Line 1,118: | ||
==== SelectedRotorLibActionPerformed ==== | ==== SelectedRotorLibActionPerformed ==== | ||
RTM helicopter user action event | RTM helicopter user action event | ||
< | <sqf> | ||
this addEventHandler ["SelectedRotorLibActionPerformed", { | this addEventHandler ["SelectedRotorLibActionPerformed", { | ||
params ["_caller", "_target", "_enumNumber", "_actionId"]; | params ["_caller", "_target", "_enumNumber", "_actionId"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
{{Feature|important|Works only for key press combination {{hl|RightCtrl}} + {{hl|W}}, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:<br> | {{Feature|important|Works only for key press combination {{hl|RightCtrl}} + {{hl|W}}, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:<br> | ||
Line 1,127: | Line 1,135: | ||
==== SelectedRotorLibActionChanged ==== | ==== SelectedRotorLibActionChanged ==== | ||
RTM helicopter user action event | RTM helicopter user action event | ||
< | <sqf> | ||
this addEventHandler ["SelectedRotorLibActionChanged", { | this addEventHandler ["SelectedRotorLibActionChanged", { | ||
params ["_caller", "_target", "_enumNumber", "_actionId"]; | params ["_caller", "_target", "_enumNumber", "_actionId"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
{{Feature|important|Limited or non-existent functionality}} | {{Feature|important|Limited or non-existent functionality}} | ||
Line 1,176: | Line 1,184: | ||
* 507 - trying to destroy a player (players cannot be manipulated with) | * 507 - trying to destroy a player (players cannot be manipulated with) | ||
</spoiler> | </spoiler> | ||
< | <sqf> | ||
this addEventHandler ["CuratorFeedbackMessage", { | this addEventHandler ["CuratorFeedbackMessage", { | ||
params ["_curator", "_errorID"]; | params ["_curator", "_errorID"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,189: | Line 1,197: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a group is double-clicked on in curator interface. | Triggered when a group is double-clicked on in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorGroupDoubleClicked", { | this addEventHandler ["CuratorGroupDoubleClicked", { | ||
params ["_curator", "_group"]; | params ["_curator", "_group"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,202: | Line 1,210: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when new group is placed in curator interface. | Triggered when new group is placed in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorGroupPlaced", { | this addEventHandler ["CuratorGroupPlaced", { | ||
params ["_curator", "_group"]; | params ["_curator", "_group"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,215: | Line 1,223: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a group is selected in curator interface. | Triggered when a group is selected in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorGroupSelectionChanged", { | this addEventHandler ["CuratorGroupSelectionChanged", { | ||
params ["_curator", "_group"]; | params ["_curator", "_group"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,228: | Line 1,236: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a marker is deleted in curator interface. | Triggered when a marker is deleted in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorMarkerDeleted", { | this addEventHandler ["CuratorMarkerDeleted", { | ||
params ["_curator", "_marker"]; | params ["_curator", "_marker"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,241: | Line 1,249: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a marker is double-clicked on in curator interface. | Triggered when a marker is double-clicked on in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorMarkerDoubleClicked", { | this addEventHandler ["CuratorMarkerDoubleClicked", { | ||
params ["_curator", "_marker"]; | params ["_curator", "_marker"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,254: | Line 1,262: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a marker is moved in curator interface. | Triggered when a marker is moved in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorMarkerEdited", { | this addEventHandler ["CuratorMarkerEdited", { | ||
params ["_curator", "_marker"]; | params ["_curator", "_marker"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,267: | Line 1,275: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when new marker is placed in curator interface. | Triggered when new marker is placed in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorMarkerPlaced", { | this addEventHandler ["CuratorMarkerPlaced", { | ||
params ["_curator", "_marker"]; | params ["_curator", "_marker"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,280: | Line 1,288: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a marker is selected in curator interface. | Triggered when a marker is selected in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorMarkerSelectionChanged", { | this addEventHandler ["CuratorMarkerSelectionChanged", { | ||
params ["_curator", "_marker"]; | params ["_curator", "_marker"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,293: | Line 1,301: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when an object is deleted in curator interface. | Triggered when an object is deleted in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorObjectDeleted", { | this addEventHandler ["CuratorObjectDeleted", { | ||
params ["_curator", "_entity"]; | params ["_curator", "_entity"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,306: | Line 1,314: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when an object is double-clicked on in curator interface. | Triggered when an object is double-clicked on in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorObjectDoubleClicked", { | this addEventHandler ["CuratorObjectDoubleClicked", { | ||
params ["_curator", "_entity"]; | params ["_curator", "_entity"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,319: | Line 1,327: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when an object is moved or rotated in curator interface. | Triggered when an object is moved or rotated in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorObjectEdited", { | this addEventHandler ["CuratorObjectEdited", { | ||
params ["_curator", "_entity"]; | params ["_curator", "_entity"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,333: | Line 1,341: | ||
Triggered when new object is placed in curator interface. | 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 event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles. | ||
< | <sqf> | ||
this addEventHandler ["CuratorObjectPlaced", { | this addEventHandler ["CuratorObjectPlaced", { | ||
params ["_curator", "_entity"]; | params ["_curator", "_entity"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,349: | Line 1,357: | ||
''Full article - [[Curator#Manual_Assigning|Curator]]'' | ''Full article - [[Curator#Manual_Assigning|Curator]]'' | ||
< | <sqf> | ||
this addEventHandler ["CuratorObjectRegistered", { | this addEventHandler ["CuratorObjectRegistered", { | ||
params ["_curator", "_input"]; | params ["_curator", "_input"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,362: | Line 1,370: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when an object is selected in curator interface. | Triggered when an object is selected in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorObjectSelectionChanged", { | this addEventHandler ["CuratorObjectSelectionChanged", { | ||
params ["_curator", "_entity"]; | params ["_curator", "_entity"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,375: | Line 1,383: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a player pings his curator(s) by pressing ''Zeus'' key. | Triggered when a player pings his curator(s) by pressing ''Zeus'' key. | ||
< | <sqf> | ||
this addEventHandler ["CuratorPinged", { | this addEventHandler ["CuratorPinged", { | ||
params ["_curator", "_player"]; | params ["_curator", "_player"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,388: | Line 1,396: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a waypoint is deleted in curator interface. | Triggered when a waypoint is deleted in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorWaypointDeleted", { | this addEventHandler ["CuratorWaypointDeleted", { | ||
params ["_curator", "_waypoint"]; | params ["_curator", "_waypoint"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,401: | Line 1,409: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a waypoint is double-clicked on in curator interface. | Triggered when a waypoint is double-clicked on in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorWaypointDoubleClicked", { | this addEventHandler ["CuratorWaypointDoubleClicked", { | ||
params ["_curator", "_waypoint"]; | params ["_curator", "_waypoint"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,414: | Line 1,422: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a waypoint is moved in curator interface. | Triggered when a waypoint is moved in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorWaypointEdited", { | this addEventHandler ["CuratorWaypointEdited", { | ||
params ["_curator", "_waypoint"]; | params ["_curator", "_waypoint"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,427: | Line 1,435: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when new waypoint is placed in curator interface. | Triggered when new waypoint is placed in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorWaypointPlaced", { | this addEventHandler ["CuratorWaypointPlaced", { | ||
params ["_curator", "_group", "_waypointID"]; | params ["_curator", "_group", "_waypointID"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,441: | Line 1,449: | ||
{{Icon|localArgument|32}}<br> | {{Icon|localArgument|32}}<br> | ||
Triggered when a waypoint is selected in curator interface. | Triggered when a waypoint is selected in curator interface. | ||
< | <sqf> | ||
this addEventHandler ["CuratorWaypointSelectionChanged", { | this addEventHandler ["CuratorWaypointSelectionChanged", { | ||
params ["_curator", "_waypoint"]; | params ["_curator", "_waypoint"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* curator: [[Object]] | * curator: [[Object]] | ||
Line 1,480: | Line 1,488: | ||
The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible! | The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible! | ||
< | <sqf> | ||
this addMPEventHandler ["MPHit", { | this addMPEventHandler ["MPHit", { | ||
params ["_unit", "_causedBy", "_damage", "_instigator"]; | params ["_unit", "_causedBy", "_damage", "_instigator"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to <br> | * unit: [[Object]] - Object the event handler is assigned to <br> | ||
Line 1,497: | Line 1,505: | ||
This EH has a safeguard measure so that even if it's added on all clients or a single client that is then disconnected, EH will still trigger globally only once per client. | This EH has a safeguard measure so that even if it's added on all clients or a single client that is then disconnected, EH will still trigger globally only once per client. | ||
< | <sqf> | ||
this addMPEventHandler ["MPKilled", { | this addMPEventHandler ["MPKilled", { | ||
params ["_unit", "_killer", "_instigator", "_useEffects"]; | params ["_unit", "_killer", "_instigator", "_useEffects"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 1,518: | Line 1,526: | ||
< | <sqf> | ||
this addMPEventHandler ["MPRespawn", { | this addMPEventHandler ["MPRespawn", { | ||
params ["_unit", "_corpse"]; | params ["_unit", "_corpse"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
Line 1,554: | Line 1,562: | ||
{{ConfigPage|abc}} | {{ConfigPage|abc}} | ||
==== Activate ==== | ==== Activate ==== | ||
< | <sqf> | ||
this addUserActionEventHandler ["KeyName", "Activate", { | this addUserActionEventHandler ["KeyName", "Activate", { | ||
params ["_activated"]; | params ["_activated"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* _activated: [[Boolean]] - always returns [[true]] | * _activated: [[Boolean]] - always returns [[true]] | ||
==== Deactivate ==== | ==== Deactivate ==== | ||
< | <sqf> | ||
this addUserActionEventHandler ["KeyName", "Deactivate", { | this addUserActionEventHandler ["KeyName", "Deactivate", { | ||
params ["_activated"]; | params ["_activated"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* _activated: [[Boolean]] - always returns [[false]] | * _activated: [[Boolean]] - always returns [[false]] | ||
==== Analog ==== | ==== Analog ==== | ||
< | <sqf> | ||
this addUserActionEventHandler ["KeyName", "Analog", { | this addUserActionEventHandler ["KeyName", "Analog", { | ||
params ["_value"]; | params ["_value"]; | ||
}]; | }]; | ||
</ | </sqf> | ||
* _value: [[Number]] - input device's analog value | * _value: [[Number]] - input device's analog value |
Revision as of 13:32, 27 March 2022
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.
- 1. Basic Event Handlers
- 2. Multiplayer Event Handlers
- 3. Mission Event Handlers
- 4. UserAction Event Handlers
- 5. Player's UI Event Handlers
- 6. UI Event Handlers (Displays and Controls)
- 7. Music Event Handlers
- 8. Eden Editor
- 9. Public Variable Broadcast Event
- 10. Weapon Config Muzzle Events
- 11. BI Scripted Events
Basic Event Handlers
The object-based Event Handler is always executed on the computer where it was added.
Commands:
Standard
AnimChanged
GAGlobal
Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence.
- unit: Object - Object the event handler is assigned to
- anim: String - Name of the anim that is started
AnimDone
GAGlobal
Triggered every time an animation is finished. Triggered for all animation states in a sequence.
- unit: Object - Object the event handler is assigned to
- anim: String - Name of the anim that has been finished
AnimStateChanged
GAGlobal
Triggered every time an animation state changes. Triggered for all animation states in a sequence.
- unit: Object - Object the event handler is assigned to
- anim: String - Name of the anim that has been started
CargoLoaded
GAGlobal
Triggered when a vehicle is loaded into another vehicle (ViV).
It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.
- parentVehicle: Object - The transport (parent) vehicle.
- cargoVehicle: Object - The cargo (child) vehicle.
CargoUnloaded
GAGlobal
Triggered when a vehicle is unloaded from another vehicle (ViV).
It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.
- parentVehicle: Object - The transport (parent) vehicle.
- cargoVehicle: Object - The cargo (child) vehicle.
ContainerClosed
GAGlobal
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.
ContainerOpened
GAGlobal
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.
ControlsShifted
GAGlobalLELocal
Triggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an action such as TakeVehicleControl, SuspendVehicleControl, UnlockVehicleControl, LockVehicleControl, or when enableCopilot command is used. This event handler will always fire on the PC where action is triggered as well as where the vehicle is local at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. For example, 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 both, client and server PC, but subsequent co-pilot "Release Controls" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of ControlsShifted event handler.
- vehicle: Object - Vehicle which controls were shifted.
- activeCoPilot: Object - Co-pilot unit which controls vehicle after this event. objNull if co-pilot is not controlling the vehicle.
- oldController: Object - Unit who controlled vehicle before this event.
Dammaged
GAGlobal
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.
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.
- 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
- 1.68 hitPartIndex: Number - hit index of the hit selection
- 1.68 hitPoint: String - hit point Cfg name
- 1.70 shooter: Object - shooter reference (to get instigator use getShotParents on projectile)
- 1.70 projectile: Object - the projectile that caused damage
Deleted
GAGlobal
Triggered just before the assigned entity is deleted.
- entity: Object - Object the event handler is assigned to
Disassembled
LALocal
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.
- entity: Object - Object the event handler is assigned to
- primaryBag: Object - First backpack object which was entity disassembled into
- secondaryBag: Object - Second backpack object which was entity disassembled into
Engine
GAGlobal
Triggered when the engine of the unit is turned on/off.
- vehicle: Object - Vehicle the event handler is assigned to
- engineState: Boolean - True when the engine is turned on, false when turned off
EpeContact
GAGlobal
Triggered when object collision (PhysX) is in progress.
- 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.
EpeContactEnd
GAGlobal
Triggered when object collision (PhysX) ends.
- 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.
EpeContactStart
GAGlobal
Triggered when object collision (PhysX) starts.
- 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.
Explosion
GAGlobal
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.
- vehicle: Object - Object the event handler is assigned to
- damage: Number - Damage inflicted to the object
Fired
GAGlobal
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.
- 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
- 1.66 gunner: Object - gunner whose weapons are firing.
FiredMan
GAGlobal
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.
- 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
GAGlobal
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.
1.30 Works with thrown weapons.
- 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
- 1.66 gunner: Object - gunner, whose weapons are fired
Fuel
GAGlobal
Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.
- vehicle: Object - vehicle the event handler is assigned to
- hasFuel: Boolean - false when has no fuel, true when has some fuel
Gear
GAGlobal
Triggered when the unit lowers/retracts the landing gear, whether it is a helicopter or a plane.
Also triggered for helicopters in landing mode, regardless if they have retractable gear or not.
- vehicle: Object - Vehicle the event handler is assigned to
- gearState: Boolean - True when the gear is lowered, false when retracted
GestureChanged
GAGlobal
Triggered every time a new gesture is played.
- unit: Object - Object the event handler is assigned to
- gesture: String - Name of the gesture that has started playing
GestureDone
GAGlobal
Triggered every time a gesture is finished.
- unit: Object - Object the event handler is assigned to
- gesture: String - Name of the gesture that has been finished
GetIn
GAGlobal
Triggers when a unit enters the vehicle to which this EH has been added. 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.
- 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
- 1.36 turret: Array - turret path
GetInMan
GAGlobal
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.
- 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
GAGlobal
Triggers when a unit gets out from the vehicle to which this EH has been added.
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.
- 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
- 1.36 turret: Array - turret path
GetOutMan
GAGlobal
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.
- 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
GAGlobal
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).
- unit: Object - Object the event handler is assigned to.
- selection: 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.)
- 1.50 hitPartIndex: Number - Hit part index of the hit point, -1 otherwise.
- 1.66 instigator: Object - Person who pulled the trigger
- 1.68 hitPoint: String - hit point Cfg name
HandleHeal
GAGlobal
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:
HandleIdentity
GAGlobal
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment.
Doesn't trigger for editor placed units. Does not work in Multiplayer. If EH scope returns true, the default engine identity application is overridden.
- unit: Object - Object the event handler is assigned to
HandleRating
LALocal
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.
HandleScore
GAGlobalSEServer
Triggered when engine adds score to overall score of the unit, usually after a kill.
If the EH code returns Nothing or true, the default engine scoreboard update (score, vehicle kills, infantry kills, etc) is applied, if it returns false, the engine update is cancelled. To add or modify score, use addScore and addScoreSide commands.
For remote units like players, the event does not persist after respawn, and must be re-added to the new unit.
NOTE: MP only.
- unit: Object - Object the event handler is assigned to
- object: Object - object for which score was awarded
- score: Number - score to be added
Hit
LALocal
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.
- unit: Object - Object the event handler is assigned to
- source: Object - Object that caused the damage – contains unit in case of collisions
- damage: Number - Level of damage caused by the hit
- 1.66 instigator: Object - Person who pulled the trigger
HitPart
GAGlobal
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 respective 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 ammunition or explosions, such as fall damage and burning, "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.
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.
- target: Object - Object that got injured/damaged.
- shooter: Object - Unit or vehicle that inflicted the damage. If injured by a vehicle collision, 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, in case of a vehicle collision: [impulse value, 0, 0, 0]; Hit and damage values 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.
- 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
GAGlobal
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.
e.g:
>init = "params ['_entity'];";
- entity: Object - Object the event handler is assigned to
IncomingMissile
GAGlobal
Triggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target.
- target: Object - Object the event handler is assigned to
- ammo: String - Ammo type that was fired on the target
- 1.42 vehicle: Object - Vehicle that fired the weapon. In case of soldier, unit is returned
- 1.66 instigator: Object - Person who pulled the trigger
InventoryClosed
GAGlobal
Triggered when the unit closes inventory. Said unit can be non-local when adding the EH, but must be local for the EH to trigger.
- unit: Object - Object the event handler is assigned to
- targetContainer: Object - connected container or weaponholder
InventoryOpened
GAGlobal
Triggered when unit opens inventory. Said unit can be non-local when adding the EH, but must be local for the EH to trigger. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:
- unit: Object - Object the event handler is assigned to
- targetContainer: Object - connected container or weaponholder
- 1.66 secondaryContainer: Object - second connected container or weaponholder or objNull
Killed
LALocal
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.
- unit: Object - Object the event handler is assigned to
- killer: Object - Object that killed the unit. Contains the unit itself in case of collisions
- 1.66 instigator: Object - Person who pulled the trigger
- 1.68 useEffects: Boolean - same as useEffects in setDamage alt syntax
LandedTouchDown
GAGlobal
Triggered when a plane (AI or player) touches the ground.
- plane: Object - Object the event handler is assigned to
- airportID: Number - ID of the airport (-1 for anything else)
LandedStopped
GAGlobal
Triggered when an AI pilot would get out usually. Not executed for player.
- plane: Object - Object the event handler is assigned to
- airportID: Number - ID of the airport (-1 for anything else)
Landing
GAGlobal
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)
- 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
LandingCanceled
GAGlobal
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
- 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
GAGlobal
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.
- entity: Object - The object that changed locality.
- local: Boolean - If the object is local on given computer.
PathCalculated
LALocal
Triggers when calculatePath command has calculated the path.
- agent: Object - The agent instance which was used to calculate the path
- path: Array - The array of positions representing the path
PeriscopeElevationChanged
Fires every frame during periscope elevation animation.
- vehicle: Object - The vehicle this EH is assigned to
- turret: Array - The turret which periscope is changing elevation
- elevation: Number - Current periscope elevation (changes with each simulation). See also periscopeElevation, elevatePeriscope
- direction: Number - -1:moves down, 1:moves up, 0:stopped, when direction returns 0, this also means the event handler fired for the last time for this elevation.
- userisblocked: Boolean - whether or not the user ability to override is blocked. See also periscopeElevation, elevatePeriscope
PostReset
Triggers after PP effects have been reset by the engine
Put
GAGlobal
Triggers when a unit puts an item in a container.
- 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
Reloaded
LALocal
Triggers when a weapon is reloaded with a new magazine. For more information see: Reloaded
- 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
LALocal
Triggered when a unit respawns.
- 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
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.
- 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.
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.
- 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.
SeatSwitched
GAGlobal
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.
- vehicle: Object - Vehicle to which the event handler is assigned.
- unit1: Object - Unit switching seat.
- unit2: Object - Unit switching seat.
SeatSwitchedMan
GAGlobal
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.
- unit1: Object - Unit switching seat.
- unit2: Object - Unit with which unit1 is switching seat.
- vehicle: Object - Vehicle where switching seats is taking place.
SoundPlayed
LALocal
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:
- Breath
- Breath Injured
- Breath Scuba
- Injured
- Pulsation
- Hit Scream
- Burning
- Drowning
- Drown
- Gasping
- Stabilizing
- Healing
- Healing With Medikit
- Recovered
Suppressed
LALocal
Triggers when enemy projectile is passing by closer than defined suppression radius ammo value in config. Can be made to trigger for the same side if the side is set as enemy to itself:
west setFriend [west, 0];
- unit: Object - Unit to which the event is assigned
- distance: Number - Distance of the projectile pass-by
- shooter: Object - Who (or what) fired - vehicle or drone
- instigator: Object - Who pressed the trigger. Instigator is different from the shooter when player is operator of UAV for example
- ammoObject: Object - The ammunition itself
- ammoClassName: String - The ammunition's classname
- ammoConfig: Config - The ammunition's CfgAmmo config path
Take
GAGlobal
Triggers when a unit takes an item from a container.
- 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
TaskSetAsCurrent
Triggers when player's current task changes
TurnIn
Triggers when member of crew in a vehicle uses Turn In action
- vehicle: Object - The vehicle the event handler is assigned to
- unit: Object - The unit performing the Turn In action
- turret: Array - Turret path
TurnOut
Triggers when member of crew in a vehicle uses Turn Out action
- vehicle: Object - The vehicle the event handler is assigned to
- unit: Object - The unit performing the Turn Out action
- turret: Array - Turret path
VisionModeChanged
Triggers when the assigned vehicle/unit's vision mode has changed.
Desc WIP
- person: Object - unit for whom the vision mode changes
- visionMode: Number - Vision mode index
- TIindex: Number - Thermal vision mode index. Will return -1 when visionMode is not 2
- visionModePrev: Number - Last vision mode
- TIindexPrev: Number - Last TI mode. Will return -1 when visionModePrev is not 2
- vehicle: Object - if unit is in a vehicle or controlling a UAV, this will be the vehicle
- turret: Array - Turret path to the turret occupied by the unit, or [] if not on turret
WeaponAssembled
GAGlobal
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon.
- unit: Object - Object the event handler is assigned to
- weapon: Object - Object of the assembled weapon
WeaponDisassembled
GAGlobal
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
- 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
WeaponDeployed
GAGlobal
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time.
WeaponRested
LALocal
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.
SelectedActionPerformed
RTM helicopter user action event
SelectedActionChanged
RTM helicopter user action event
SelectedRotorLibActionPerformed
RTM helicopter user action event
SelectedRotorLibActionChanged
RTM helicopter user action event
Curator
LALocalLELocal
Arma 3: Curator Event Handlers are also added with the addEventHandler command. They are executed only where the curator is local - on the machine that is in control of it.
CuratorFeedbackMessage
LALocal
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
- 104 - items of a placed composition were skipped / could not be placed (since Arma 3 v2.06)
- 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 is 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)
CuratorGroupDoubleClicked
LALocal
Triggered when a group is double-clicked on in curator interface.
CuratorGroupPlaced
LALocal
Triggered when new group is placed in curator interface.
CuratorGroupSelectionChanged
LALocal
Triggered when a group is selected in curator interface.
CuratorMarkerDeleted
LALocal
Triggered when a marker is deleted in curator interface.
CuratorMarkerDoubleClicked
LALocal
Triggered when a marker is double-clicked on in curator interface.
CuratorMarkerEdited
LALocal
Triggered when a marker is moved in curator interface.
CuratorMarkerPlaced
LALocal
Triggered when new marker is placed in curator interface.
CuratorMarkerSelectionChanged
LALocal
Triggered when a marker is selected in curator interface.
CuratorObjectDeleted
LALocal
Triggered when an object is deleted in curator interface.
CuratorObjectDoubleClicked
LALocal
Triggered when an object is double-clicked on in curator interface.
CuratorObjectEdited
LALocal
Triggered when an object is moved or rotated in curator interface.
CuratorObjectPlaced
LALocal
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.
CuratorObjectRegistered
LALocal
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
CuratorObjectSelectionChanged
LALocal
Triggered when an object is selected in curator interface.
CuratorPinged
LALocal
Triggered when a player pings his curator(s) by pressing Zeus key.
CuratorWaypointDeleted
LALocal
Triggered when a waypoint is deleted in curator interface.
CuratorWaypointDoubleClicked
LALocal
Triggered when a waypoint is double-clicked on in curator interface.
CuratorWaypointEdited
LALocal
Triggered when a waypoint is moved in curator interface.
CuratorWaypointPlaced
LALocal
Triggered when new waypoint is placed in curator interface.
CuratorWaypointSelectionChanged
LALocal
Triggered when a waypoint is selected in curator interface.
Multiplayer Event Handlers
Global object event handler, executed on every connected machine.
Commands:
MPHit
GAGlobalGEGlobal
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
- 1.66 instigator: Object - Person who pulled the trigger
MPKilled
GAGlobalGEGlobal
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 has a safeguard measure so that even if it's added on all clients or a single client that is then disconnected, EH will still trigger globally only once per client.
- unit: Object - Object the event handler is assigned to
- killer: Object - Object that killed the unit
Contains the unit itself in case of collisions - 1.66 instigator: Object - Person who pulled the trigger
- 1.68 useEffects: Boolean - same as useEffects in setDamage alt syntax
MPRespawn
GAGlobalLELocal
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.
Commands:
UserAction Event Handlers
UserAction Event Handlers are events that trigger on user action.
Commands:
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:
- PrevAction - Action menu scroll up event
- Action - Action menu action event
- NextAction - Action menu scroll down event
Commands:
Full article - Arma 3: Event Handlers/inGameUISetEventHandler
UI Event Handlers (Displays and Controls)
Commands:
- ctrlAddEventHandler
- ctrlRemoveEventHandler
- ctrlRemoveAllEventHandlers
- displayAddEventHandler
- displayRemoveEventHandler
- displayRemoveAllEventHandlers
Full article - User Interface Event Handlers
Music Event Handlers
Music event handler, always executed on the computer where it was added.
Commands:
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.
- className: String - CfgMusic class name of currently playing sound.
- handlerID: Number - EH id returned by addMusicEventHandler.
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.
- className: String - CfgMusic class name of currently played sound.
- handlerID: Number - EH id returned by addMusicEventHandler.
Eden Editor
Commands:
Full article - Arma 3: Event Handlers: Eden Editor and its sub-category Object Event Handlers - see also Eden Editor
Public Variable Broadcast Event
Commands:
Triggers when missionNamespace variable EH is associated with is sent over network via publicVariable, publicVariableServer or publicVariableClient commands.
Weapon Config Muzzle Events
There are 3 event handlers that could be set on weapon in config, "Fired" - when muzzle fired, "Reload" - before muzzle is reloaded, "Reloaded" - after muzzle is reloaded.
class CfgWeapons
{
class RifleCore;
class Rifle: RifleCore
{
class EventHandlers
{
fired = "systemchat format['fired EH output: %1 [time: %2]', _this, time]";
reload = "systemchat format['reload EH output: %1 [time: %2]', _this, time]";
reloaded = "systemchat format['reloaded EH output: %1 [time: %2]', _this, time]";
};
};
};
BI Scripted Events
Commands:
- BIS_fnc_addScriptedEventHandler
- BIS_fnc_removeScriptedEventHandler
- BIS_fnc_removeAllScriptedEventHandlers
- BIS_fnc_callScriptedEventHandler
Full article - Arma 3: Scripted Event Handlers