Event Handlers – ArmA: Armed Assault Talk
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: Yep, this definitely is within the scope of the biki! Such knowledge is what we need here. --[[User:Raedor|raedor]] 02:43, 11 October 2006 (CEST) | : Yep, this definitely is within the scope of the biki! Such knowledge is what we need here. --[[User:Raedor|raedor]] 02:43, 11 October 2006 (CEST) | ||
In OFP, the GetIn/GetOut event handlers do not fire when changing positions within a vehicle. Has this been tested for ArmA? | In OFP, the GetIn/GetOut event handlers do not fire when changing positions within a vehicle. Has this been tested for ArmA?--[[User:Mr.Peanut|Mr.Peanut]] 21:42, 16 May 2007 (CEST) | ||
The "Dammaged" event handler seems to be passing the wrong damage amounts. shooting the unit in the arms without killing it sometimes passes an amount of 1. maybe the damage is calculated per body part? ex. hands have a damage of 1 while the legs have a damage of 0. | The "Dammaged" event handler seems to be passing the wrong damage amounts. shooting the unit in the arms without killing it sometimes passes an amount of 1. maybe the damage is calculated per body part? ex. hands have a damage of 1 while the legs have a damage of 0. | ||
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"hit" EH is not triggered when object gets killed (in OFP "hit" was always triggered )-- [[User:Bdfy|bdfy]] | "hit" EH is not triggered when object gets killed (in OFP "hit" was always triggered )-- [[User:Bdfy|bdfy]] | ||
<br>"hit" also doesn't trigger when firing at choppers (tested with AH6 and BH). CausedBy also returns the object in case of collisions, not only explosions --[[User:HulkingUnicorn|HulkingUnicorn]] 10:46, 22 April 2007 (CEST) | <br>"hit" also doesn't trigger when firing at choppers (tested with AH6 and BH). CausedBy also returns the object in case of collisions, not only explosions --[[User:HulkingUnicorn|HulkingUnicorn]] 10:46, 22 April 2007 (CEST) | ||
: In OFP "HIT" would not be triggered on armoured vehicles(and aircraft) unless the damage done was at least 5%. This is probably the | : In OFP "HIT" would not be triggered on armoured vehicles(and aircraft) unless the damage done was at least 5%. This is probably the same for ArmA. --[[User:Mr.Peanut|Mr.Peanut]] 21:41, 16 May 2007 (CEST) | ||
== AnimDone & AnimChanged == | == AnimDone & AnimChanged == |
Revision as of 20:42, 16 May 2007
It might be worth mentioning that the Init event is also call when an object based on class man, exits a vehicle?
There are more advanced issues regarding the timing of events. In particular init events and the init.sqs and the init field of the mission editor. But I'm not sure this is within the scope of the wiki? UNN 21:56, 10 October 2006 (CEST)
- Well, I would suggest to add this information as it is quite important to now - e.g. that infantry init-evs don't get fired when they start inside of a vehicle and that they fire each time the specific infantrytype is getting out of a vehicle. I was one of those persons who had to find it out by myself which took me some time I could have used much better when that info was available easily ;) --TeRp 02:22, 11 October 2006 (CEST)
- Yep, this definitely is within the scope of the biki! Such knowledge is what we need here. --raedor 02:43, 11 October 2006 (CEST)
In OFP, the GetIn/GetOut event handlers do not fire when changing positions within a vehicle. Has this been tested for ArmA?--Mr.Peanut 21:42, 16 May 2007 (CEST)
The "Dammaged" event handler seems to be passing the wrong damage amounts. shooting the unit in the arms without killing it sometimes passes an amount of 1. maybe the damage is calculated per body part? ex. hands have a damage of 1 while the legs have a damage of 0.
"hit" EH is not triggered when object gets killed (in OFP "hit" was always triggered )-- bdfy
"hit" also doesn't trigger when firing at choppers (tested with AH6 and BH). CausedBy also returns the object in case of collisions, not only explosions --HulkingUnicorn 10:46, 22 April 2007 (CEST)
- In OFP "HIT" would not be triggered on armoured vehicles(and aircraft) unless the damage done was at least 5%. This is probably the same for ArmA. --Mr.Peanut 21:41, 16 May 2007 (CEST)
AnimDone & AnimChanged
Do the animDone and AnimChanged Eventhandlers work on vehicles? I can only get them working for class men, but I'm looking for a way to detect anim changes on a vehicle (e.g. of a door) without having to use a loop. --TeRp 23:34, 30 March 2007 (CEST)