Event Handlers – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
(→‎HandleDamage: cleanup, locality)
(Remove "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." Killed/UnitKilled note)
(422 intermediate revisions by 40 users not shown)
Line 1: Line 1:
=Introduction=
{{TOC|side|0.85}}__NOEDITSECTION__
An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.
An Event Handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.<br>
See also [[Event Scripts]] for special event triggered scripts.


These event handlers relate to commands such as: [[addEventHandler]], [[removeEventHandler]], [[removeAllEventHandlers]].
{{TOC|subtoc
|title= Main Categories
|content=
* 1. {{Link|#Basic Event Handlers}}
* 2. {{Link|#Multiplayer Event Handlers}}
* 3. {{Link|#Mission Event Handlers}}
* 4. {{Link|#UserAction Event Handlers}}
* 5. {{Link|#Projectile Event Handlers}}
* 6. {{Link|#Group Event Handlers}}
* 7. {{Link|#Player's UI Event Handlers}}
* 8. {{Link|#UI Event Handlers (Displays and Controls)}}
* 9. {{Link|#Music Event Handlers|Music Event Handlers}}
* 10. {{Link|#Eden Editor|Eden Editor}}
* 11. {{Link|#Public Variable Broadcast Event}}
* 12. {{Link|#Weapon Muzzle Config Events}}
* 13. {{Link|#Ammo Config Events}}
* 14. {{Link|#BI Scripted Events}}
}}


== General MP Note ==


As opposed to OFP event handlers, a respawned unit retains the EHs it had before, so it is no longer required to re-add EHs after respawning.
== Basic Event Handlers ==


The MP event handlers "MPHit", "MPKilled" and "MPRespawn" have to be assigned to the object by using [[addMPEventHandler]].
The object-based Event Handler is always executed on the computer where it was added.


== Event Scripts ==
Commands:
* [[addEventHandler]]
* [[removeEventHandler]]
* [[removeAllEventHandlers]]


See also: [[Event Scripts]] for special event triggered scripts.
=== Standard ===


=Event Handler List=
{{ConfigPage|start}}
{{ConfigPage|abc}}
==== AnimChanged ====
{{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.
<sqf>
this addEventHandler ["AnimChanged", {
params ["_unit", "_anim"];
}];
</sqf>


== AnimChanged ==
* unit: [[Object]] - object the event handler is assigned to
* anim: [[String]] - name of the anim that is started


Triggered everytime a new animation is started.


Global. [[Image:effects_global.gif|Global effect EventHandler]]
==== AnimDone ====
{{Icon|globalArgument|32}}<br>
Triggered every time an animation is finished. Triggered for all animation states in a sequence.
<sqf>
this addEventHandler ["AnimDone", {
params ["_unit", "_anim"];
}];
</sqf>


Passed array: '''[unit, anim]'''
* unit: [[Object]] - object the event handler is assigned to
* anim: [[String]] - name of the anim that has been finished


* unit: [[Object]] - Object the event handler is assigned to  <br />
* anim: [[String]] - Name of the anim that is given by playMove/switchMove/playAction/switchAction<br />


== AnimDone ==
==== AnimStateChanged ====
{{Icon|globalArgument|32}}<br>
Triggered every time an animation state changes. Triggered for all animation states in a sequence.
<sqf>
this addEventHandler ["AnimStateChanged", {
params ["_unit", "_anim"];
}];
</sqf>


Trigerred everytime an animation is finished.
* unit: [[Object]] - object the event handler is assigned to
* anim: [[String]] - name of the anim that has been started


Unknown MP behaviour. Probably local.


Passed array: '''[unit, anim]'''
{{ArgTitle|4|Assembled|{{GVI|arma3|2.18}}}}
{{Icon|localArgument|32}}<br>
Triggers when weapon that is moved out of the world is assembled again. EH should be attached to the entity.<br>
<sqf>
this addEventHandler ["Assembled", {
params ["_entity", "_unit", "_primaryBag", "_secondaryBag"];
}];
</sqf>


* unit: [[Object]] - Object the event handler is assigned to <br />
* entity: [[Object]] - weapon this event is assigned to
* anim: [[String]] - Name of the anim that has been finished<br />
* unit: [[Object]] - person who assembled the weapon
* primaryBag: [[Object]] - first backpack object which was entity disassembled into (just before it is deleted)
* secondaryBag: [[Object]] - second backpack object which was entity disassembled into (just before it is deleted)


== AnimStateChanged ==


Trigerred everytime an animation state changes. Unlike AnimChanged and AnimDone, it is triggered for all animation states in a sequence.
{{ArgTitle|4|Attached|{{GVI|arma3|2.18}}}}
Triggered after an object has been attached to another object (see [[attachTo]]).
<sqf>
this addEventHandler ["Attached", {
params ["_attachedObj", "_parentObj", "_isReattach", "_offset", "_memoryPointIndex", "_followBoneRotation"];
}];
</sqf>


[[Image:arma2_1.00.gif]]
* attachedObj: [[Object]]
* parentObj: [[Object]]
* isReattach: [[Boolean]] - [[true]] if <var>attachedObj</var> was already attached to <var>parentObj</var>, e.g. if only the offset was changed
* offset: [[Array]] format [[PositionRelative]]
* memoryPointIndex: [[Number]]
* followBoneRotation: [[Boolean]]


Unknown MP behaviour. Probably local.


Passed array: '''[unit, anim]'''
{{ArgTitle|4|CargoLoaded|{{GVI|arma3|2.06}}}}
{{Icon|globalArgument|32}}<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.
<sqf>
this addEventHandler ["CargoLoaded", {
params ["_parentVehicle", "_cargoVehicle"];
}];
</sqf>


* unit: [[Object]] - Object the event handler is assigned to  <br />
* parentVehicle: [[Object]] - the transport (parent) vehicle
* anim: [[String]] - Name of the anim that has been started<br />
* cargoVehicle: [[Object]] - the cargo (child) vehicle


== Dammaged ==


Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.  
{{ArgTitle|4|CargoUnloaded|{{GVI|arma3|2.06}}}}
{{Icon|globalArgument|32}}<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.
<sqf>
this addEventHandler ["CargoUnloaded", {
params ["_parentVehicle", "_cargoVehicle"];
}];
</sqf>


Global. [[Image:effects_global.gif|Global effect EventHandler]]
* parentVehicle: [[Object]] - the transport (parent) vehicle
* cargoVehicle: [[Object]] - the cargo (child) vehicle


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


Passed array: '''[unit, selectionName, damage]'''
{{ArgTitle|4|ContainerClosed|{{GVI|arma3|1.32}}}}
{{Icon|globalArgument|32}}<br>
Triggers when player finished accessing cargo container.
This event handler is similar to [[#InventoryClosed|InventoryClosed]] EH, but needs to be assigned to the container rather than the player.
Note: will trigger only for the unit opening container.


* unit: [[Object]] - Object the event handler is assigned to  <br />
<sqf>
* selectionName: [[String]] - Name of the selection where the unit was damaged<br />
this addEventHandler ["ContainerClosed", {
* damage: [[Number]] - Resulting level of damage
params ["_container", "_unit"];
}];
</sqf>


== Engine ==
* container: [[Object]] - Cargo container.
* player: [[Object]] - unit who accessed the container


{{ArgTitle|4|ContainerOpened|{{GVI|arma3|1.32}}}}
{{Icon|globalArgument|32}}<br>
Triggers when cargo container is accessed by player.
This event handler is similar to [[#InventoryOpened|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.
<sqf>
this addEventHandler ["ContainerOpened", {
params ["_container", "_unit"];
}];
</sqf>
* container: [[Object]] - cargo container
* player: [[Object]] - unit who accessed the container
{{ArgTitle|4|ControlsShifted|{{GVI|arma3|1.00}}}}
{{Icon|globalArgument|32}}{{Icon|localEffect|32}}<br>
Triggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an [[action]] such as [[action/Arma_3_Actions_List#TakeVehicleControl | TakeVehicleControl]], [[action/Arma_3_Actions_List#SuspendVehicleControl | SuspendVehicleControl]], [[action/Arma_3_Actions_List#UnlockVehicleControl | UnlockVehicleControl]], [[action/Arma_3_Actions_List#LockVehicleControl | 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 [[Multiplayer Scripting#Locality|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 [[Multiplayer Scripting#Locality|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 [[Arma 3: Mission Event Handlers#ControlsShifted | ControlsShifted]] event handler.
<sqf>
this addEventHandler ["ControlsShifted", {
params ["_vehicle", "_activeCoPilot", "_oldController"];
}];
</sqf>
* 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 ====
{{Icon|globalArgument|32}}<br>
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 Da'''mm'''aged 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.
<sqf>
this addEventHandler ["Dammaged", {
params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"];
}];
</sqf>
* 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
* {{GVI|arma3|1.68}} hitPartIndex: [[Number]] - hit index of the hit selection
* {{GVI|arma3|1.68}} hitPoint: [[String]] - hit point Cfg name
* {{GVI|arma3|1.70}} shooter: [[Object]] - shooter reference (to get instigator use [[getShotParents]] on projectile)
* {{GVI|arma3|1.70}} projectile: [[Object]] - the projectile that caused damage
{{ArgTitle|4|Deleted|{{GVI|arma3|1.68}}}}
{{Icon|globalArgument|32}}<br>
Triggered just before the assigned entity is deleted.
<sqf>
this addEventHandler ["Deleted", {
params ["_entity"];
}];
</sqf>
* entity: [[Object]] - object the event handler is assigned to
{{ArgTitle|4|Detached|{{GVI|arma3|2.18}}}}
Triggered after an object has been detached from its parent object (see [[detach]]). Does not fire if the parent object was deleted.
<sqf>
this addEventHandler ["Detached", {
params ["_attachedObj", "_parentObj"];
}];
</sqf>
* attachedObj: [[Object]]
* parentObj: [[Object]]
{{ArgTitle|4|Disassembled|{{GVI|arma3|2.00}}}}
{{Icon|localArgument|32}}<br>
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.<br>
<sqf>
this addEventHandler ["Disassembled", {
params ["_entity", "_primaryBag", "_secondaryBag", "_unit"];
}];
</sqf>
* entity: [[Object]] - weapon this event is assigned to (just before is is moved out of the world)
* primaryBag: [[Object]] - first backpack object which was entity disassembled into
* secondaryBag: [[Object]] - second backpack object which was entity disassembled into
* {{GVI|arma3|2.18}} unit: [[Object]] - person who disassembled the weapon
==== Engine ====
{{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.
{{Feature|informative|
Although the event is global, on clients (non-server) and applied to remote vehicles, it will fire only if the vehicle is closer than about 6 km from the camera.
Should the vehicle be far away, it will fire as soon as the camera and vehicle are close enough together, alongside the [[isEngineOn]] flag change.
}}
<sqf>
this addEventHandler ["Engine", {
params ["_vehicle", "_engineState"];
}];
</sqf>
* vehicle: [[Object]] - vehicle the event handler is assigned to
* engineState: [[Boolean]] - true when the engine is turned on, false when turned off


Global. [[Image:effects_global.gif|Global effect EventHandler]]
{{ArgTitle|4|EpeContact|{{GVI|arma3|1.00}}}}
{{Icon|globalArgument|32}}<br>
Triggered when object collision (PhysX) is in progress.
<sqf>
this addEventHandler ["EpeContact", {
params ["_object1", "_object2", "_selection1", "_selection2", "_force", "_reactVect", "_worldPos"];
}];
</sqf>


Passed array: '''[vehicle, engineState]'''
* 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
* {{GVI|arma3|2.12}}reactVect: [[Array]] - impact reaction force vector
* {{GVI|arma3|2.12}}worldPos: [[PositionWorld]] - point of impact in world coordinates


* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off


== Explosion ==
{{ArgTitle|4|EpeContactEnd|{{GVI|arma3|1.00}}}}
{{Icon|globalArgument|32}}<br>
Triggered when object collision (PhysX) ends.
<sqf>
this addEventHandler ["EpeContactEnd", {
params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];
</sqf>


Triggered when a vehicle or unit is damaged by a nearby explosion.
* 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
 
 
{{ArgTitle|4|EpeContactStart|{{GVI|arma3|1.00}}}}
{{Icon|globalArgument|32}}<br>
Triggered when object collision (PhysX) starts.
<sqf>
this addEventHandler ["EpeContactStart", {
params ["_object1", "_object2", "_selection1", "_selection2", "_force", "_reactForce", "_worldPos"];
}];
</sqf>


[[Image:arma3_0.76.gif]]
* 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
* {{GVI|arma3|2.12}}reactVect: [[Array]] - impact reaction force vector
* {{GVI|arma3|2.12}}worldPos: [[PositionWorld]] - point of impact in world coordinates


Passed array: '''[vehicle, damage]'''


* vehicle: [[Object]] - Object the event handler is assigned to
{{ArgTitle|4|Explosion|{{GVI|arma3|0.76}}}}
* damage: [[Number]] - Damage inflicted to the object
{{Icon|globalArgument|32}}<br>
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.
<sqf>
this addEventHandler ["Explosion", {
params ["_vehicle", "_damage", "_source"];
}];
</sqf>


== Fired ==
* vehicle: [[Object]] - object the event handler is assigned to
* damage: [[Number]] - damage inflicted to the object
* {{GVI|arma3|2.10|size= 0.75}} source: [[Object]] - may be [[objNull]] in some cases


{{Feature|informative|This event will fire even for tiniest of explosion damage (which appears as 0 damage argument), while [[#HitPart|entity HitPart]] could ignore such damage and not fire. Example of such event would be a tank firing AP round and hitting ground a meter away from the vehicle, it doesn't produce an explosion yet its [[CfgAmmo_Config_Reference#indirectHit|indirectHit]] could still cause tiny amount of damage to weak hit points (car wheels, headlights, etc.). In such case you might not get any [[#HitPart|HitPart]] event fires, get some [[#HandleDamage|HandleDamage]] events if target is local, and get this Explosion event.}}
==== Fired ====
{{Icon|globalArgument|32}}<br>
Triggered when the unit fires a weapon.<br>
Triggered when the unit fires a weapon.<br>
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.
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.<br>
{{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.
}}


Global. [[Image:effects_global.gif|Global effect EventHandler]]
<sqf>
this addEventHandler ["Fired", {
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
}];
</sqf>


Passed array: '''[unit, weapon, muzzle, mode, ammo]''' <br />
* unit: [[Object]] - object the event handler is assigned to
OA b1.54.73642 : '''[unit, weapon, muzzle, mode, ammo, magazine, projectile]'''
* 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
* {{GVI|arma3|1.66}} gunner: [[Object]] - gunner whose weapons are firing.


* unit: [[Object]] - Object the event handler is assigned to <br />
* weapon: [[String]] - Fired weapon <br />
* muzzle: [[String]] - Muzzle that was used <br />
* mode: [[String]] - Current mode of the fired weapon<br />
* ammo: [[String]] - Ammo used <br />
* magazine: [[String]] -  magazine name which was used<br />
* projectile: [[Object]] - Object of the projectile that was shot


== FiredNear ==
{{ArgTitle|4|FiredMan|{{GVI|arma3|1.66}}}}
{{Icon|globalArgument|32}}<br>
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 [[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.
}}


Triggered when a weapon is fired somewhere ''near'' the unit or vehicle.<br />
<sqf>
It is also triggered if the unit itself is firing.
this addEventHandler ["FiredMan", {
params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"];
}];
</sqf>


[[Image:arma2_1.00.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
* unit: [[Object]] - unit the event handler is assigned to (the instigator)
(Exception(s): the Throw weapon wont broadcast the FiredNear event)
* 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]]


Passed array: '''[unit, firer, distance, weapon, muzzle, mode, ammo]'''


* unit: [[Object]] - Object the event handler is assigned to
==== FiredNear ====
* firer: [[Object]] - Object which fires a weapon near the unit
{{Icon|globalArgument|32}}<br>
* distance: [[Number]] - Distance in meters between the ''unit'' and ''firer'' (max. distance ~69m)
Triggered when a weapon is fired somewhere ''near'' the unit or vehicle. It is also triggered if the unit itself is firing.
* weapon: [[String]] - Fired weapon
(Exception(s): the Throw weapon wont broadcast the FiredNear event).
* muzzle: [[String]] - Muzzle that was used
When "Manual Fire" is used, the ''gunner'' is [[objNull]] if gunner is not present or the ''gunner'' is not the one who fires.
* mode: [[String]] - Current mode of the fired weapon
To check if "Manual Fire" is on, use [[isManualFire]]. The actual shot instigator could be retrieved with [[getShotParents]] command.
* ammo: [[String]] - Ammo used
{{GVI|arma3|1.30}} Works with thrown weapons.
<sqf>
this addEventHandler ["FiredNear", {
params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"];
}];
</sqf>


== Fuel ==
* 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
* {{GVI|arma3|1.66}} gunner: [[Object]] - gunner, whose weapons are fired


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


Global. [[Image:effects_global.gif|Global effect EventHandler]]
==== Fuel ====
{{Icon|globalArgument|32}}<br>
Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.
<sqf>
this addEventHandler ["Fuel", {
params ["_vehicle", "_hasFuel"];
}];
</sqf>


Passed array: '''[vehicle, fuelState]'''
* vehicle: [[Object]] - vehicle the event handler is assigned to
* hasFuel: [[Boolean]] - false when has no fuel, true when has some fuel


* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
 
== Gear ==


Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane").
==== Gear ====
{{Icon|globalArgument|32}}<br>
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.
{{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", {
params ["_vehicle", "_gearState"];
}];
</sqf>


Global. [[Image:effects_global.gif|Global effect EventHandler]]
* vehicle: [[Object]] - vehicle the event handler is assigned to
Passed array: '''[vehicle, gearState]'''
* gearState: [[Boolean]] - true when the gear is lowered, false when retracted


* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted
 
== GetIn ==


[[Image:arguments_global.gif]] [[Image:effects_local.gif]]
{{ArgTitle|4|GestureChanged|{{GVI|arma3|2.06}}}}
{{Icon|globalArgument|32}}<br>
Triggered every time a new gesture is played.
<sqf>
this addEventHandler ["GestureChanged", {
params ["_unit", "_gesture"];
}];
</sqf>


Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. This EH is neither triggered upon a change of positions within the same vehicle nor by the moveInXXXX commands. However it is triggered by a "GetInXXXX" [[action]].
* unit: [[Object]] - object the event handler is assigned to
* gesture: [[String]] - name of the gesture that has started playing


Passed array: '''[vehicle, position, unit]'''


* vehicle: [[Object]] - Vehicle the event handler is assigned to
{{ArgTitle|4|GestureDone|{{GVI|arma3|2.06}}}}
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo"
{{Icon|globalArgument|32}}<br>
* unit: [[Object]] - Unit that entered the vehicle
Triggered every time a gesture is finished.
<sqf>
this addEventHandler ["GestureDone", {
params ["_unit", "_gesture"];
}];
</sqf>


In vehicles with multi-turret setup, entering any turret will show "gunner" for position. You can get the actual turret information from the unit itself:
* unit: [[Object]] - object the event handler is assigned to
<code>_heli [[addEventHandler]] ["GetIn", {
* gesture: [[String]] - name of the gesture that has been finished
[[hint]] [[str]] [[assignedVehicleRole]] (_this [[select]] 2);
}];</code>


== GetOut ==


[[Image:arguments_global.gif]] [[Image:effects_local.gif]]
==== GetIn ====
{{Icon|globalArgument|32}}<br>
Triggers when a unit enters the vehicle to which this EH has been added. This EH is triggered by moveInXXXX commands and "GetInXXXX" [[action]]s, but not upon a seat change within the same vehicle.


Triggers when a unit gets out from a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. This EH is triggered by both the [[moveOut]] command and by "GetOut" [[action]].
In vehicles with multi-turret setup, entering any turret will show "gunner" for position.
<sqf>
this addEventHandler ["GetIn", {
params ["_vehicle", "_role", "_unit", "_turret"];
}];
</sqf>


Passed array: '''[vehicle, position, unit]'''
* 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
* {{GVI|arma3|1.36}} turret: [[Array]] - turret path


* vehicle: [[Object]] - Vehicle the event handler is assigned to
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo"
* unit: [[Object]] - Unit that left the vehicle


In vehicles with multi-turret setup, exiting any turret will show "gunner" for position. You can get the actual turret information from the unit itself:
{{ArgTitle|4|GetInMan|{{GVI|arma3|1.58}}}}
<code>_heli [[addEventHandler]] ["GetOut", {
{{Icon|globalArgument|32}}<br>
[[hint]] [[str]] [[assignedVehicleRole]] (_this [[select]] 2);
Triggers when a unit enters a vehicle. Similar to "GetIn" but must be assigned to a unit and not vehicle.
}];</code>
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", {
params ["_unit", "_role", "_vehicle", "_turret"];
}];
</sqf>


== HandleDamage ==
* 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


[[Image:arma2_1.00.gif]] [[Image:arguments_local.gif]] [[Image:effects_local.gif]]


Triggers when the unit is damaged and fires for each damaged selection separately. Works with all vehicles. This EH must be added where unit is [[local]] and will only fire on the PC it was added.
==== GetOut ====
{{Icon|globalArgument|32}}<br>
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.
<sqf>
this addEventHandler ["GetOut", {
params ["_vehicle", "_role", "_unit", "_turret", "_isEject"];
}];
</sqf>


Code provided must return a value what should be the damage of given selection after processing. No return value or return value 0 will make the unit invulnerable if damage is not scripted in other ways. If you want default processing to be done, be sure to return ''_this select 2''. You can also use [[setDamage]] and [[setHit]] in combination for additional damage handling.
* 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
* {{GVI|arma3|1.36}} turret: [[Array]] - turret path
* {{GVI|arma3|2.14}} isEject: [[Boolean]] - [[true]] if unit used 'Eject' action


Passed array: '''[unit, selectionName, damage, source, projectile]'''


* unit: [[Object]] - Object the event handler is assigned to.
{{ArgTitle|4|GetOutMan|{{GVI|arma3|1.58}}}}
* selectionName: [[String]] - Name of the selection where the unit was damaged. "" for over-all structural damage, "?" for unknown selections.
{{Icon|globalArgument|32}}<br>
* damage: [[Number]] - Resulting level of damage for the selection.
Triggers when a unit exits a vehicle. Similar to "GetOut" but must be assigned to a unit and not vehicle.
* source: [[Object]] - The source unit that caused the damage.
Persistent on respawn if assigned where unit was [[Multiplayer Scripting#Locality|local]]. This EH is triggered by [[moveOut]] and "GetOut" & "Eject" [[action]]s.
* projectile: [[String]] - Classname of the projectile that caused inflicted the damage. ("" for unknown, such as falling damage.)
<sqf>
this addEventHandler ["GetOutMan", {
params ["_unit", "_role", "_vehicle", "_turret", "_isEject"];
}];
</sqf>


'''Example:'''
* 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
* {{GVI|arma3|2.14}} isEject: [[Boolean]] - [[true]] if unit used 'Eject' action


<code>_eh = Bob [[addEventHandler]] ["HandleDamage", {[[diag_log]] [[format]] ["T=%1 : %2", [[time]], _this]; _this [[select]] 2}];</code>


When shooting Bob once in the torso and once in the head, .RPT shows: <pre>
==== HandleDamage ====
"T=11692.9 : [B Alpha 2-2:1,"head",0.0179969,<NULL-object>,"B_65x39_Caseless"]"
{{Icon|globalArgument|32}}<br>
"T=11692.9 : [B Alpha 2-2:1,"",0.850484,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
Triggers when the unit is damaged and fires for each damaged selection separately
"T=11692.9 : [B Alpha 2-2:1,"",0.850484,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
Note: Currently, in {{arma3}} v1.70 it triggers for every selection of a vehicle, no matter if the section was damaged or not). Works with all vehicles.
"T=11692.9 : [B Alpha 2-2:1,"head",0.0179969,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
This EH can accept a remote unit as argument however it will only fire when the unit is [[Multiplayer Scripting#Locality|local]] to the PC this event handler was added on.
"T=11692.9 : [B Alpha 2-2:1,"body",0.0939217,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
For example, you can add this event handler to one particular vehicle on every PC.
"T=11692.9 : [B Alpha 2-2:1,"hands",0.109993,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
When this vehicle gets hit, only EH on PC where the vehicle is currently [[Multiplayer Scripting#Locality|local]] will fire.


"T=11694.8 : [B Alpha 2-2:1,"head",0.899007,<NULL-object>,"B_65x39_Caseless"]"
If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing.
"T=11694.8 : [B Alpha 2-2:1,"",0.346781,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
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).
"T=11694.8 : [B Alpha 2-2:1,"",1.19727,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
If no value is returned, the default damage processing will be done. This allows for safe stacking of this event handler.
"T=11694.8 : [B Alpha 2-2:1,"head",0.899007,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"</pre>
Only the return value of the last added "HandleDamage" EH is considered.


'''Notes:'''
'''Notes:'''
 
* Multiple "HandleDamage" EHs 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.
* Each "HandleDamage" event shows the current damage from the damage source, '''NOT''' cumulative or the current "damage level" (health) of the target unit.
EHs that do not return value can be safely added after EHs that do return value.
* Multiple "HandleDamage" event handlers can be added to the same unit, however only the damage return value from the last added EH will be relayed to the game engine.  
* 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.
* 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" will continue to trigger even if the unit is already dead.
* "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:
* "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.
* Use [[setMissionOptions]] to filter out no damage calls or fake head hit.


// first HandleDamage event - direct damage by sabot hit onto an infantry unit
Additional {{Link|https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/|Celery's explanation (Updated by ShadowRanger for {{arma3}})}}.
1081.55,[TargetUnit,"",6426.05,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"head_hit",441.609,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"body",333.333,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"hands",533.333,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"legs",533.333,SourceUnit,"Sh_120_SABOT"]
// second HandleDamage event - indirect damage by the impact - maybe force/friction applied to the unit body
1081.59,[TargetUnit,"",2.24228,TargetUnit,""]
1081.59,[TargetUnit,"head_hit",0.89672,TargetUnit,""]
1081.59,[TargetUnit,"body",3.3113,TargetUnit,""]
1081.59,[TargetUnit,"hands",3.74862,TargetUnit,""]
1081.59,[TargetUnit,"legs",10,TargetUnit,""]


Link to explanation [http://forums.bistudio.com/showthread.php?t=113418&highlight=event+handler Celery's explanation]
<sqf>
this addEventHandler ["HandleDamage", {
params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit", "_context"];
}];
</sqf>


== HandleHeal ==
* unit: [[Object]] - object the event handler is assigned to
* selection: [[String]] - name of the selection where the unit was damaged.
** "" for overall 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 fall damage)
* {{GVI|arma3|1.50}} hitPartIndex: [[Number]] - hit part index of the hit point, -1 otherwise
* {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger
* {{GVI|arma3|1.68}} hitPoint: [[String]] - hit point Cfg name
* {{GVI|arma3|2.12}} directHit: [[Boolean]] - [[true]] for direct projectile damage, [[false]] for explosion splash damage and all other kinds of damage like fall damage, fire damage, collision damage, etc.
* {{GVI|arma3|2.16}} context: [[Number]] - some additional context for the event:
<br>0 : TotalDamage - total damage adjusted before iteration through hitpoints
<br>1 : HitPoint - some hit point processed during iteration
<br>2 : LastHitPoint - the last hitpoint from iteration is processed
<br>3 : FakeHeadHit - head hit that is added/adjusted
<br>4 : TotalDamageBeforeBleeding - total damage is adjusted before calculating bleeding


Triggered when unit starts to heal (player using heal action or AI heals after being ordered). 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.
==== HandleHeal ====
{{Icon|globalArgument|32}}<br>
Triggered when unit starts healing process (player using heal action on self or other unit, scripted [[action]] or AI heals after being ordered or on its own).
This event handler must be added to the 'injured' (could be added to Init field in editor) and in multiplayer will trigger only on PC where 'healer' is [[Multiplayer Scripting#Locality|local]]. If code returns anything but [[true]], engine side healing follows, otherwise healing is aborted.
{{Feature|important|When AI unit is ordered (or acts at own accord) to heal at a medical vehicle and the event handler returns [[true]], the healing is canceled but AI will try again and again and again. The event handler in this case will fire every second until AI unit is healed by other means.}}


[[Image:arma2_1.00.gif]]
'''NOTE''': This Event Handler was broken before Arma 3 v2.18.


Passed array: '''[unit, healer, healercanheal]'''
<sqf>
this addEventHandler ["HandleHeal", {
_this spawn {
params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"];
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", {
params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"];
}];
</sqf>


* unit: [[Object]]
* injured: [[Object]] - unit EH is attached to
* healer: [[Object]]
* healer: [[Object]] - unit that does the healing (could be the same unit as 'injured')
* healercanheal: [[Boolean]] - true when healer is corpsman
* isMedic: [[Boolean]] - true when healer is 'Medic'
* {{GVI|arma3|2.18}} atVehicle: [[Object]] - when healing at medical vehicle, this is the vehicle
* {{GVI|arma3|2.18}} action: [[String]] - the action that triggered the event handler, for example "SoldierHealSelf"


== Hit ==


Triggered when the unit is hit/damaged.
==== HandleIdentity ====
{{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]].
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 = 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


Is ''not'' always triggered when unit is killed by a hit.<br>Most of the time only the [[ArmA:_Event_Handlers#Killed|killed]] event handler is triggered when a unit dies from a hit.<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.


Local. [[Image:effects_local.gif]]  
{{ArgTitle|4|HandleRating|{{GVI|arma3|1.32}}}}
{{Icon|localArgument|32}}<br>
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.
<sqf>
this addEventHandler ["HandleRating", {
params ["_unit", "_rating"];
}];
</sqf>


Passed array: '''[unit, causedBy, damage]'''
* unit: [[Object]] - object the event handler is assigned to
* rating: [[Number]] - rating to be added


* unit: [[Object]] - Object the event handler is assigned to <br />
* causedBy: [[Object]] - Object that caused the damage.<br />Contains the unit itself in case of collisions. <br />
* damage: [[Number]] - Level of damage caused by the hit


== HitPart ==
{{ArgTitle|4|HandleScore|{{GVI|arma3|1.32}}}}
{{Icon|globalArgument|32}}{{Icon|serverExec|32}}<br>
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. <br><br>
'''NOTE:''' MP only.
<sqf>
this addEventHandler ["HandleScore", {
params ["_unit", "_object", "_score"];
}];
</sqf>


[[Image:arma2oa_1.60.gif]] [[Image:arguments_global.gif]] [[Image:effects_local.gif]]
* unit: [[Object]] - object the event handler is assigned to
* object: [[Object]] - object for which score was awarded
* score: [[Number]] - score to be added


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 selection name for the hit component.


While you can add "HitPart" handler to a remote unit, the respectful [[addEventHandler]] command must be executed on the shooter's PC and will only fire on shooter's PC as well. Additionally, if the unit gets damaged by any means other than shooter's shooting, "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.  
==== Hit ====
{{Icon|localArgument|32}}<br>
Triggered when the unit is hit/damaged.


Passed array: '''<nowiki>[[</nowiki>target, shooter, bullet, position, velocity, selection, ammo, direction, radius, surface, direct<nowiki>]]</nowiki>'''
Is ''not'' always triggered when unit is killed by a hit.<br>
Most of the time only the [[#Killed|killed]] event handler is triggered when a unit dies from a hit.<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.
<sqf>
this addEventHandler ["Hit", {
params ["_unit", "_source", "_damage", "_instigator"];
}];
</sqf>


* target: [[Object]] - Object that got injured/damaged.
* unit: [[Object]] - object the event handler is assigned to
* shooter: [[Object]] - Unit that inflicted the damage. If injured by a vehicle impact or a fall the target itself is returned, or, in case of explosions, the [[objNull|null object]]. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.
* source: [[Object]] - object that caused the damage – contains ''unit'' in case of collisions
* bullet: [[Object]] - Object that was fired.
* damage: [[Number]] - level of damage caused by the hit
* position: [[Position3D]] - Position the bullet impacted (ASL).
* {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger
* velocity: [[Vector3D]] - 3D speed at which bullet impacted.
* selection: [[Array]] - Array of [[String]]s 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, if there is no shot object: [impulse value on object collided with,0,0,0]
* direction: [[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.


[[HitPart Sample]] output after DemoCharge explosion


== Init ==
==== HitPart ====
{{Icon|globalArgument|32}}<br>
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).


Triggered on mission start or when a vehicle is created on the fly using [[createVehicle]].
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.


Global. [[Image:effects_global.gif|Global effect EventHandler]]
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.


Passed array: '''[unit]'''
<sqf>
this addEventHandler ["HitPart", {
(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect", "_instigator"];
}];
</sqf>


* unit: [[Object]] - Object the event handler is assigned to  
* 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 [[objNull|null object]].<!--
== IncomingMissile ==
-->In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned
* projectile: [[Object]] - object that was fired
* position: [[Array]] format [[Position#PositionASL|PositionASL]] - position the bullet impacted
* velocity: [[Vector3D]] - 3D speed at which the bullet impacted
* selection: [[Array]] - array of [[String]]s with named selection of the object that were hit, in the FireGeometry LOD.
* 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 Config Reference|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
* {{GVI|arma3|2.18}} instigator: [[Object]] - shot instigator


Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired.
{{Feature|informative|There is similar event handler that is attached to [[#HitPart_2|projectile]] instead of entity.}}
{{Feature|informative|This event doesn't fire when miniscule explosive damage is dealt to target entity, but [[#Explosion|Explosion]] event will still fire.}}


Global. [[Image:effects_global.gif|Global effect EventHandler]]


Passed array: '''[unit, ammo, whoFired]'''
==== IncomingMissile ====
{{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.
<sqf>
this addEventHandler ["IncomingMissile", {
params ["_target", "_ammo", "_vehicle", "_instigator", "_missile"];
}];
</sqf>


* unit: [[Object]] - Object the event handler is assigned to <br />
* target: [[Object]] - object the event handler is assigned to
* ammo: [[String]] - Ammo type that was fired on the unit <br />
* ammo: [[String]] - ammo type that was fired on the target
* whoFired: [[Object]] - Object that fired the weapon
* {{GVI|arma3|1.42}} vehicle: [[Object]] - vehicle that fired the weapon. In case of soldier, unit is returned
* {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger
* {{GVI|arma3|2.10}} missile: [[Object]] - the incoming missile


== Killed ==
==== Init ====
{{Icon|globalArgument|32}}<br>
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.
{{Feature|important|It is recommended to use the {{Link|#PostInit}} event handler instead of this one when setting entity textures ([[setObjectTexture]], [[BIS_fnc_initVehicle]] etc) to avoid networking issues.}}


e.g:
<syntaxhighlight lang="cpp">init = "params ['_entity'];";</syntaxhighlight>
<sqf>params ["_entity"];</sqf>
* entity: [[Object]] - object the event handler is assigned to
{{ArgTitle|4|InventoryClosed|{{GVI|arma3|1.22}}}}
{{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.
<sqf>
this addEventHandler ["InventoryClosed", {
params ["_unit", "_container"];
}];
</sqf>
* unit: [[Object]] - object the event handler is assigned to
* targetContainer: [[Object]] - connected container or weaponholder
<sqf>
// Delete dropped items when inventory closed
player addEventHandler ["InventoryClosed", {
params ["_unit", "_container"];
if (_container isKindOf "WeaponHolder") then
{
deleteVehicle _container;
};
}];
</sqf>
{{ArgTitle|4|InventoryOpened|{{GVI|arma3|1.22}}}}
{{Icon|globalArgument|32}}<br>
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.
<sqf>
this addEventHandler ["InventoryOpened", {
params ["_unit", "_container"];
}];
</sqf>
* unit: [[Object]] - object the event handler is assigned to
* targetContainer: [[Object]] - connected container or weaponholder
* {{GVI|arma3|1.66}} secondaryContainer: [[Object]] - second connected container or weaponholder or [[objNull]]
==== Killed ====
{{Icon|localArgument|32}}<br>
Triggered when the unit is killed.
Triggered when the unit is killed.


Local. [[Image:effects_local.gif]]
<sqf>
this addEventHandler ["Killed", {
params ["_unit", "_killer", "_instigator", "_useEffects"];
}];
</sqf>
 
* unit: [[Object]] - the object the event handler is assigned to
* killer: [[Object]] - The object that killed the unit. Contains the unit itself in case of collisions.
* {{GVI|arma3|1.66}} instigator: [[Object]] - the person who pulled the trigger
* {{GVI|arma3|1.68}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax
 
 
==== LandedStopped ====
{{Icon|globalArgument|32}}<br>
Triggered when an AI pilot would get out usually. Not executed for player.
<sqf>
this addEventHandler ["LandedStopped", {
params ["_plane", "_airportID", "_airportObject"];
}];
</sqf>
 
* plane: [[Object]] - object the event handler is assigned to
* airportID: [[Number]] - ID of the airport (-1 for anything else)
* {{GVI|arma3|2.12|size= 0.75}} airportObject: [[Object]] - airport object in the event of a [[Arma 3: Dynamic Airport Configuration|Dynamic Airport]], otherwise [[objNull]]
 
 
==== LandedTouchDown ====
{{Icon|globalArgument|32}}<br>
Triggered when a plane (AI or player) touches the ground.
<sqf>
this addEventHandler ["LandedTouchDown", {
params ["_plane", "_airportID", "_airportObject"];
}];
</sqf>
 
* plane: [[Object]] - object the event handler is assigned to
* airportID: [[Number]] - ID of the airport (-1 for anything else)
* {{GVI|arma3|2.12|size= 0.75}} airportObject: [[Object]] - airport object in the event of a [[Arma 3: Dynamic Airport Configuration|Dynamic Airport]], otherwise [[objNull]]
 
 
{{ArgTitle|4|Landing|{{GVI|arma3|1.70}}}}
{{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)
<sqf>
this addEventHandler ["Landing", {
params ["_plane", "_airportID", "_isCarrier"];
}];
</sqf>
 
* 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
 
 
{{ArgTitle|4|LandingCanceled|{{GVI|arma3|1.70}}}}
{{Icon|globalArgument|32}}<br>
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
<sqf>
this addEventHandler ["LandingCanceled", {
params ["_plane", "_airportID", "_isCarrier"];
}];
</sqf>
 
* 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
 
{{ArgTitle|4|LeaningChanged|{{GVI|arma3|2.18}}}}
{{Icon|globalArgument|32}}<br>
Triggered when a soldier leaning factor is changed between -1 (extreme left), 0 (not leaning) and 1 (extreme right)
<sqf>
this addEventHandler ["LeaningChanged", {
params ["_unit", "_newLeaning", "_oldLeaning"];
}];
</sqf>
 
* unit: [[Object]] - soldier
* newLeaning: [[Number]] from -1 to 1
* oldLeaning: [[Number]] from -1 to 1
 
 
==== Local ====
{{Icon|globalArgument|32}}<br>
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 [[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]].
<sqf>
this addEventHandler ["Local", {
params ["_entity", "_isLocal"];
}];
</sqf>
 
* entity: [[Object]] - the object that changed locality
* local: [[Boolean]] - if the object is local on given computer
 
 
{{ArgTitle|4|MagazineUnloaded|{{GVI|arma3|2.18}}}}
{{Icon|localArgument|32}}<br>
Triggers when a magazine is removed from a weapon manually or via script. Does NOT trigger on {{Link|#Reloaded}} event.
<sqf>
this addEventHandler ["MagazineUnloaded", {
params ["_unit", "_weapon", "_muzzle", "_magazine"];
}];
</sqf>
 
* unit: [[Object]] - unit or vehicle to which EH is assigned
* weapon: [[String]] - weapon that got unloaded
* muzzle: [[String]] - weapon's muzzle that got unloaded
* magazine: [[Array]] - magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:
** magazineClass: [[String]] - class name of the magazine
** ammoCount: [[Number]] - amount of ammo in magazine
** magazineID: [[Number]] - global magazine id
** magazineCreator: [[Number]] - owner of the magazine creator


Passed array: '''[unit, killer]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
{{ArgTitle|4|OpticsModeChanged|{{GVI|arma3|2.10}}}}
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions. <br />
{{Icon|localArgument|32}}<br>
Triggers everytime a local unit changes optic mode. This could be either through the [[setOpticsMode]] command or by the player switching to the next optic mode using e.g {{Controls|NUM /}} or {{Controls|Ctrl|RMB}}.
<sqf>
this addEventHandler ["OpticsModeChanged", {
params ["_unit", "_opticsClass", "_newMode", "_oldMode", "_isADS"];
}];
</sqf>


Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the [[effectiveCommander]], yet not always. For example:
* unit: [[Object]] - the unit
* opticsClass: [[String]]
* newMode: [[String]]
* oldMode: [[String]]
* isADS: [[Boolean]] - if the new view is GUNNER


_gunner setVariable ["Variable",true];
_killer getVariable "Variable" => <null>
(gunner (vehicle _killer)) getVariable "Variable" => true


And sample debug output:
{{ArgTitle|4|OpticsSwitch|{{GVI|arma3|2.10}}}}
{{Icon|localArgument|32}}<br>
Triggers at the start of the camera transition from GUNNER to INTERNAL/EXTERNAL and vice-versa.
So anytime the right mouse button is pressed and there is a GUNNER view available or are currently in it, this triggers. Works in vehicles and FFV as well. See also [[cameraView]].
<sqf>
this addEventHandler ["OpticsSwitch", {
params ["_unit", "_isADS"];
}];
</sqf>


_killer => B 1-2-F:2
* unit: [[Object]] - the unit
(gunner (vehicle _killer)) => B 1-2-F:2
* isADS: [[Boolean]] - if the new view is GUNNER
((gunner (vehicle _killer)) == _killer) => false


== LandedTouchDown ==


Triggered when a plane (AI or player) touches the ground.
{{ArgTitle|4|PathCalculated|{{GVI|arma3|1.94}}}}
{{Icon|localArgument|32}}<br>
Triggers when a path has been calculated for the unit. Works for both agents and normal AI units. <br>
Note that paths to far destinations are typically calculated in segments. When the unit completes a segment, a new path is calculated and this is continued until the unit reaches its destination.
<sqf>
this addEventHandler ["PathCalculated", {
params ["_unit", "_path"];
}];
</sqf>
 
* unit: [[Object]] - the unit/agent for which the path was calculated
* path: [[Array]] - the array of positions representing the path (PositionASL)
 
 
{{ArgTitle|4|PeriscopeElevationChanged|{{GVI|arma3|2.00}}}}
Fires every frame during periscope elevation animation.
<sqf>
this addEventHandler ["PeriscopeElevationChanged", {
params ["_vehicle", "_turret", "_elevation", "_direction", "_userIsBlocked"];
}];
</sqf>
 
* 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 up, 0:stopped, -1:moves down; when {{hl|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]]
 
 
{{ArgTitle|4|PostInit|{{GVI|arma3|2.06}}}}
{{Icon|globalArgument|32}}<br>
Triggered whenever an entity is created and initialized. Cannot be used in scripts, only inside class Eventhandlers in config.
{{Feature|important|It is recommended to use this event handler instead of the {{Link|#Init}} one when setting entity textures ([[setObjectTexture]], [[BIS_fnc_initVehicle]] etc) to avoid networking issues.}}
 
e.g:
<syntaxhighlight lang="cpp">postInit = "params ['_entity'];";</syntaxhighlight>
<syntaxhighlight lang="cpp">postinit = "params ['_entity']; if (local _entity) then { [_entity, '', [], false] call BIS_fnc_initVehicle };";</syntaxhighlight>
<sqf>params ["_entity"];</sqf>
* entity: [[Object]] - object the event handler is assigned to
 
 
==== PostReset ====
'''Obsolete''' - triggers after PP effects have been reset by the engine.


Local. [[Image:effects_local.gif]]


Passed array: '''[plane, airportID]'''
{{ArgTitle|4|Put|{{GVI|arma3|0.56}}}}
{{Icon|globalArgument|32}}<br>
Triggers when a unit puts an item in a container.


* plane: [[Object]] - Object the event handler is assigned to <br />
{{GVI|arma3|2.14|size= 0.75}} This event handler can be added to a container.
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br />
<sqf>
this addEventHandler ["Put", {
params ["_unit", "_container", "_item"];
}];
</sqf>


== LandedStopped ==
* unit: [[Object]] - unit who put the item in the container
* container: [[Object]] - the container into which the item was placed (vehicle, box, etc.)
* item: [[String]] - the class name of the moved item


Triggered when an AI pilot would get out usually. Not executed for player.
{{Feature|informative|This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.}}


Local. [[Image:effects_local.gif]]


Passed array: '''[plane, airportID]'''
{{ArgTitle|4|Reloaded|{{GVI|arma3|1.58}}}}
{{Icon|localArgument|32}}<br>
Triggers when a weapon is reloaded with a new magazine. For more information see: [[Arma 3: Event Handlers/Reloaded|Reloaded]]
<sqf>
this addEventHandler ["Reloaded", {
params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"];
}];
</sqf>


* plane: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - unit or vehicle to which EH is assigned
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br />
* 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 ==


==== Respawn ====
{{Icon|localArgument|32}}<br>
Triggered when a unit respawns.
Triggered when a unit respawns.
<sqf>
this addEventHandler ["Respawn", {
params ["_unit", "_corpse"];
}];
</sqf>
* 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
{{ArgTitle|4|RopeAttach|{{GVI|arma3|1.34}}}}
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.
<sqf>
this addEventHandler ["RopeAttach", {
params ["_object1", "_rope", "_object2"];
}];
</sqf>
* 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.
{{ArgTitle|4|RopeBreak|{{GVI|arma3|1.34}}}}
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.
<sqf>
this addEventHandler ["RopeBreak", {
params ["_object1", "_rope", "_object2"];
}];
</sqf>
* 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.
{{ArgTitle|4|SeatSwitched|{{GVI|arma3|1.50}}}}
{{Icon|globalArgument|32}}<br>
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.
<sqf>
this addEventHandler ["SeatSwitched", {
params ["_vehicle", "_unit1", "_unit2"];
}];
</sqf>
* vehicle: [[Object]] - vehicle to which the event handler is assigned.
* unit1: [[Object]] - unit switching seat.
* unit2: [[Object]] - unit switching seat.
{{ArgTitle|4|SeatSwitchedMan|{{GVI|arma3|1.58}}}}
{{Icon|globalArgument|32}}<br>
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.
<sqf>
this addEventHandler ["SeatSwitchedMan", {
params ["_unit1", "_unit2", "_vehicle"];
}];
</sqf>
* unit1: [[Object]] - unit switching seat.
* unit2: [[Object]] - unit with which unit1 is switching seat.
* vehicle: [[Object]] - vehicle where switching seats is taking place.
==== SelectedActionChanged ====
RTM helicopter user action event
<sqf>
this addEventHandler ["SelectedActionChanged", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
</sqf>
{{Feature|important|Limited or non-existent functionality.}}


Passed array: '''[unit, corpse, ...]'''
==== SelectedActionPerformed ====
RTM helicopter user action event
<sqf>
this addEventHandler ["SelectedActionPerformed", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
</sqf>


* unit: [[Object]] - Object the event handler is assigned to <br />
{{Feature|important|Limited or non-existent functionality.}}
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling. <br />


== Put ==


Triggers when a unit puts an item in a container.
==== SelectedRotorLibActionChanged ====
RTM helicopter user action event
<sqf>
this addEventHandler ["SelectedRotorLibActionChanged", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
</sqf>
 
{{Feature|important|Limited or non-existent functionality.}}
 
 
==== SelectedRotorLibActionPerformed ====
RTM helicopter user action event
<sqf>
this addEventHandler ["SelectedRotorLibActionPerformed", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
</sqf>
 
{{Feature|important|
Works only for key press combination {{Controls|RCtrl|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:
* 0: HelicopterAutoTrimOn
* 1: HelicopterAutoTrimOff
* 2: HelicopterTrimOn
* 3: HelicopterTrimOff
* 4: WheelsBrakeOn
* 5: WheelsBrakeOff
}}
 
 
{{ArgTitle|4|SlotItemChanged|{{GVI|arma3|2.14}}}}
{{Icon|globalArgument|32}}<br>
Triggered when any of the following slots get assigned or unassigned: ''Items'' - Map, GPS, Radio, Watch, Compass, Helmet, Goggles, NVG; ''Weapon'' - Binoculars; ''Containers'' - Uniform, Vest, Backpack.
<sqf>
this addEventHandler ["SlotItemChanged", {
params ["_unit", "_name", "_slot", "_assigned", "_weapon"];
}];
</sqf>
 
* unit: [[Object]] - unit EH assigned to.
* name: [[String]] - name of the item/weapon/container (see [[getSlotItemName]]).
* slot: [[Number]] - slot id (see [[getSlotItemName]]).
* assigned: [[Boolean]] - [[true]] assign action, [[false]] unassign action.
* {{GVI|arma3|2.18|size= 0.75}} weapon: - [[String]] - name of weapon in event that slot changed is a weapon attachment slot
 
 
{{ArgTitle|4|SoundPlayed|{{GVI|arma3|0.56}}}}
{{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:
{{Columns|4|
# Breath
# Breath Injured
# Breath Scuba
# Injured
# Pulsation
# Hit Scream
# Burning
# Drowning
# Drown
# Gasping
# Stabilizing
# Healing
# Healing With Medikit
# Recovered
# Breath Held
}}
<sqf>
this addEventHandler ["SoundPlayed", {
params ["_unit", "_soundID"];
}];
</sqf>


[[Image:arma3_0.56.gif]]
* unit: [[Object]] - Unit to which the event handler is assigned
* soundID: [[Number]] - sound origin
{{Feature|informative|Since {{GVI|arma3|2.12}} returning a [[Number]] from last added EH in range from 0 to 5 will alter the volume of played sound from mute to max volume.}}


Passed array: '''[unit, container, item]'''


* unit:  [[Object]] - Unit to which the event handler is assigned <br />
{{ArgTitle|4|Suppressed|{{GVI|arma3|2.02}}}}
* container:  [[Object]] - The container into which the item was placed (vehicle, box, etc.) <br />
{{Icon|localArgument|32}}<br>
* item: [[String]] - The class name of the moved item <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 (with [[setFriend]]).
<sqf>
this addEventHandler ["Suppressed", {
params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"];
}];
</sqf>


As of 2013-04-27 this event handler is not functioning properly http://feedback.arma3.com/view.php?id=7824
* 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 Reference|CfgAmmo]] config path


== Take ==


{{ArgTitle|4|Take|{{GVI|arma3|0.56}}}}
{{Icon|globalArgument|32}}<br>
Triggers when a unit takes an item from a container.
Triggers when a unit takes an item from a container.


[[Image:arma3_0.56.gif]]
{{GVI|arma3|2.14|size= 0.75}} This event handler can be added to a container.
<sqf>
this addEventHandler ["Take", {
params ["_unit", "_container", "_item"];
}];
</sqf>


Passed array: '''[unit, container, item]'''
* unit: [[Object]] - unit who took the item from the container
* container: [[Object]] - the container from which the item was taken (vehicle, box, etc.)
* item: [[String]] - the class name of the taken item


* unit:  [[Object]] - Unit to which the event handler is assigned <br />
{{Feature|informative|This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.}}
* container:  [[Object]] - The container from which the item was taken (vehicle, box, etc.) <br />
* item: [[String]] - The class name of the taken item <br />


As of 2013-04-27 this event handler is not functioning properly http://feedback.arma3.com/view.php?id=7824
Related: http://feedback.arma3.com/view.php?id=12834


== WeaponAssembled ==
{{ArgTitle|4|TaskSetAsCurrent|{{GVI|arma3|1.32}}}}
Triggers when player's current task changes
<sqf>
this addEventHandler ["TaskSetAsCurrent", {
params ["_unit", "_task"];
}];
</sqf>


Triggers when weapon gets assembled.
* unit: [[Object]] - the player to whom the event handler is assigned
* task: [[Task]] - the new current task


[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]


Passed array: '''[unit, weapon]'''
{{ArgTitle|4|TurnIn|{{GVI|arma3|1.66}}}}
Triggers when member of crew in a vehicle uses Turn In [[action]]
<sqf>
this addEventHandler ["TurnIn", {
params ["_vehicle", "_unit", "_turret"];
}];
</sqf>


* unit: [[Object]] - Object the event handler is assigned to <br />
* vehicle: [[Object]] - the vehicle the event handler is assigned to
* weapon: [[Object]] - Object of the assembled weapon. <br />
* unit: [[Object]] - the unit performing the Turn In action
* turret: [[Array]] - turret path


== WeaponDisassembled ==


Triggers when weapon gets disassembled.
{{ArgTitle|4|TurnOut|{{GVI|arma3|1.66}}}}
Triggers when member of crew in a vehicle uses Turn Out [[action]]
<sqf>
this addEventHandler ["TurnOut", {
params ["_vehicle", "_unit", "_turret"];
}];
</sqf>


[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
* vehicle: [[Object]] - the vehicle the event handler is assigned to
* unit: [[Object]] - the unit performing the Turn Out action
* turret: [[Array]] - turret path


Passed array: '''[unit, primaryBag, secondarybag]'''


* unit:  [[Object]] - Object the event handler is assigned to <br />
{{ArgTitle|4|VisionModeChanged|{{GVI|arma3|2.08}}}}
* primaryBag:  [[Object]] - First backpack object which was weapon dissasembled into... <br />
Triggers when the assigned vehicle/unit's vision mode has changed.
* secondarybag: [[Object]] - Second backpack object which was weapon dissasembled into... <br />
<sqf>
player addEventHandler ["VisionModeChanged", {
params ["_person", "_visionMode", "_TIindex", "_visionModePrev", "_TIindexPrev", "_vehicle", "_turret"];
}];
</sqf>


== MPHit ==
* person: [[Object]] - unit for whom the vision mode changes
* visionMode: [[Number]] - [[currentVisionMode|vision mode index]]
* TIindex: [[Number]] - [[setCamUseTI|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


Triggered when the unit is hit/damaged.


Is ''not'' always triggered when unit is killed by a hit.<br>Most of the time only the [[ArmA:_Event_Handlers#Killed|killed]] event handler is triggered when a unit dies from a hit.<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.
==== WeaponAssembled ====
{{Icon|globalArgument|32}}<br>
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon.
<sqf>
this addEventHandler ["WeaponAssembled", {
params ["_unit", "_staticWeapon", "_primaryBag", "_secondaryBag"];
}];
</sqf>


[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
* unit: [[Object]] - object the event handler is assigned to
* weapon: [[Object]] - object of the assembled weapon
* {{GVI|arma3|2.18}} primaryBag: [[Object]] - primary bag (just before it is deleted)
* {{GVI|arma3|2.18}} secondaryBag: [[Object]] - secondary bag (just before it is deleted)


Passed array: '''[unit, causedBy, damage]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
{{ArgTitle|4|WeaponChanged|{{GVI|arma3|2.18}}}}
* causedBy: [[Object]] - Object that caused the damage.<br />Contains the unit itself in case of collisions. <br />
Fires on weapon switch and firemode switch. Does not fire for player units inside vehicles (but does fire for vehicles with players in them).<br>
* damage: [[Number]] - Level of damage caused by the hit
The locality is unknown, but it is known that this EH behaves like [[currentWeapon]], [[currentWeaponMode]] and [[currentMuzzle]] in terms of locality.
<sqf>
this addEventHandler ["WeaponChanged", {
params ["_object", "_oldWeapon", "_newWeapon", "_oldMode", "_newMode", "_oldMuzzle", "_newMuzzle", "_turretIndex"];
}];
</sqf>


* object: [[Object]] - the unit or vehicle the event handler is assigned to
* oldWeapon: [[String]] - the class name of the previous weapon
* newWeapon: [[String]] - the class name of the new weapon (same as [[currentWeapon]])
* oldMode: [[String]] - the previous weapon mode
* newMode: [[String]] - the new weapon mode (same as [[currentWeaponMode]])
* oldMuzzle: [[String]] - the previous weapon muzzle
* newMuzzle: [[String]] - the new weapon muzzle (same as [[currentMuzzle]])
* turretIndex: [[Array]] format [[Turret Path]] - the turret path, or [[nil]] if <var>object</var> is not a transport vehicle


'''Notes:
'''
This command must be used in conjunction with the  command [[addMPEventHandler]] rather than the old command used for non MP commands.


http://community.bistudio.com/wiki/addMPEventHandler
{{ArgTitle|4|WeaponDeployed|{{GVI|arma3|1.44}}}}
{{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.
<sqf>
this addEventHandler ["WeaponDeployed", {
params ["_unit", "_isDeployed"];
}];
</sqf>


== MPKilled ==
* unit: [[Object]] - object the event handler is assigned to
* isDeployed: [[Boolean]] - true if deployed
 
 
==== WeaponDisassembled ====
{{Icon|globalArgument|32}}<br>
Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.<br><br>
'''NOTE:''' As of {{arma3}} v1.32, this event does not fire if the weapon is not local.
<sqf>
this addEventHandler ["WeaponDisassembled", {
params ["_unit", "_primaryBag", "_secondaryBag", "_weapon"];
}];
</sqf>
 
* 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
* {{GVI|arma3|2.18}} weapon: [[Object]] - disassembled weapon (just before it is moved out of the world)
 
 
{{ArgTitle|4|WeaponRested|{{GVI|arma3|1.44}}}}
{{Icon|localArgument|32}}<br>
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.
<sqf>
this addEventHandler ["WeaponRested", {
params ["_unit", "_isRested"];
}];
</sqf>
 
* unit: [[Object]] - object the event handler is assigned to
* isRested: [[Boolean]] - true if rested
{{ConfigPage|end}}
 
 
{{ArgTitle|3|Curator|{{GVI|arma3|1.16}}}}
{{Icon|localArgument|32}}{{Icon|localEffect|32}}<br>
[[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.
{{Feature|important|These Event Handlers must be added to the curator object/module, '''not''' the player!}}
 
{{ConfigPage|start}}
{{ConfigPage|abc}}
==== CuratorFeedbackMessage ====
{{Icon|localArgument|32}}<br>
Triggered when curator attempts invalid action in curator interface.
 
Each error has its own unique ID, recognized values are:
<spoiler text="show errors list">
* 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 {{arma3}} 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 [[curatorEditableObjects|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 [[curatorEditableObjects|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)
</spoiler>
<sqf>
this addEventHandler ["CuratorFeedbackMessage", {
params ["_curator", "_errorID"];
}];
</sqf>
 
* curator: [[Object]]
* errorID: [[Number]]
 
 
==== CuratorGroupDoubleClicked ====
{{Icon|localArgument|32}}<br>
Triggered when a group is double-clicked on in curator interface.
<sqf>
this addEventHandler ["CuratorGroupDoubleClicked", {
params ["_curator", "_group"];
}];
</sqf>
 
* curator: [[Object]]
* group: [[Group]]
 
 
==== CuratorGroupPlaced ====
{{Icon|localArgument|32}}<br>
Triggered when new group is placed in curator interface.
<sqf>
this addEventHandler ["CuratorGroupPlaced", {
params ["_curator", "_group"];
}];
</sqf>
 
* curator: [[Object]]
* group: [[Group]]
 
 
==== CuratorGroupSelectionChanged ====
{{Icon|localArgument|32}}<br>
Triggered when a group is selected in curator interface.
<sqf>
this addEventHandler ["CuratorGroupSelectionChanged", {
params ["_curator", "_group"];
}];
</sqf>
 
* curator: [[Object]]
* group: [[Group]]
 
 
==== CuratorMarkerDeleted ====
{{Icon|localArgument|32}}<br>
Triggered when a marker is deleted in curator interface.
<sqf>
this addEventHandler ["CuratorMarkerDeleted", {
params ["_curator", "_marker"];
}];
</sqf>
 
* curator: [[Object]]
* marker: [[String]]
 
 
==== CuratorMarkerDoubleClicked ====
{{Icon|localArgument|32}}<br>
Triggered when a marker is double-clicked on in curator interface.
<sqf>
this addEventHandler ["CuratorMarkerDoubleClicked", {
params ["_curator", "_marker"];
}];
</sqf>
 
* curator: [[Object]]
* marker: [[String]]
 
 
==== CuratorMarkerEdited ====
{{Icon|localArgument|32}}<br>
Triggered when a marker is moved in curator interface.
<sqf>
this addEventHandler ["CuratorMarkerEdited", {
params ["_curator", "_marker"];
}];
</sqf>
 
* curator: [[Object]]
* marker: [[String]]
 
 
==== CuratorMarkerPlaced ====
{{Icon|localArgument|32}}<br>
Triggered when new marker is placed in curator interface.
<sqf>
this addEventHandler ["CuratorMarkerPlaced", {
params ["_curator", "_marker"];
}];
</sqf>
 
* curator: [[Object]]
* marker: [[String]]
 
 
==== CuratorMarkerSelectionChanged ====
{{Icon|localArgument|32}}<br>
Triggered when a marker is selected in curator interface.
<sqf>
this addEventHandler ["CuratorMarkerSelectionChanged", {
params ["_curator", "_marker"];
}];
</sqf>
 
* curator: [[Object]]
* marker: [[String]]
 
 
==== CuratorObjectDeleted ====
{{Icon|localArgument|32}}<br>
Triggered when an object is deleted in curator interface.
<sqf>
this addEventHandler ["CuratorObjectDeleted", {
params ["_curator", "_entity"];
}];
</sqf>
 
* curator: [[Object]]
* entity: [[Object]]
 
 
==== CuratorObjectDoubleClicked ====
{{Icon|localArgument|32}}<br>
Triggered when an object is double-clicked on in curator interface.
<sqf>
this addEventHandler ["CuratorObjectDoubleClicked", {
params ["_curator", "_entity"];
}];
</sqf>
 
* curator: [[Object]]
* entity: [[Object]]
 
 
==== CuratorObjectEdited ====
{{Icon|localArgument|32}}<br>
Triggered when an object is moved or rotated in curator interface.
<sqf>
this addEventHandler ["CuratorObjectEdited", {
params ["_curator", "_entity"];
}];
</sqf>
 
* curator: [[Object]]
* entity: [[Object]]
 
 
==== CuratorObjectPlaced ====
{{Icon|localArgument|32}}<br>
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.
<sqf>
this addEventHandler ["CuratorObjectPlaced", {
params ["_curator", "_entity"];
}];
</sqf>
 
* curator: [[Object]]
* entity: [[Object]]
 
 
==== CuratorObjectRegistered ====
{{Icon|localArgument|32}}<br>
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.<br>
{{Feature|informative|See {{Link|Curator#Manual Assigning}}.}}
 
<sqf>
this addEventHandler ["CuratorObjectRegistered", {
params ["_curator", "_input"];
}];
</sqf>
 
* curator: [[Object]]
* input: [[Array]] of [[String]]s - all [[Arma 3: Assets|CfgVehicles]] classes
 
 
==== CuratorObjectSelectionChanged ====
{{Icon|localArgument|32}}<br>
Triggered when an object is selected in curator interface.
<sqf>
this addEventHandler ["CuratorObjectSelectionChanged", {
params ["_curator", "_entity"];
}];
</sqf>
 
* curator: [[Object]]
* entity: [[Object]]
 
 
==== CuratorPinged ====
{{Icon|localArgument|32}}<br>
Triggered when a player pings his curator(s) by pressing ''Zeus'' key.
<sqf>
this addEventHandler ["CuratorPinged", {
params ["_curator", "_player"];
}];
</sqf>
 
* curator: [[Object]]
* player: [[Object]]
 
 
{{ArgTitle|4|CuratorSelectionPresetLoaded|{{GVI|arma3|2.14}}}}
{{Icon|localArgument|32}}<br>
Triggered when a selection preset is loaded using the respective number key or through script.
<sqf>
this addEventHandler ["CuratorSelectionPresetLoaded", {
params ["_curator", "_numkey"];
}];
</sqf>
 
* curator: [[Object]]
* numkey: [[Number]]
 
 
{{ArgTitle|4|CuratorSelectionPresetSaved|{{GVI|arma3|2.14}}}}
{{Icon|localArgument|32}}<br>
Triggered when a selection preset is saved using the respective CTRL + number key or set through script.
<sqf>
this addEventHandler ["CuratorSelectionPresetSaved", {
params ["_curator", "_numkey"];
}];
</sqf>
 
* curator: [[Object]]
* numkey: [[Number]]
 
 
==== CuratorWaypointDeleted ====
{{Icon|localArgument|32}}<br>
Triggered when a waypoint is deleted in curator interface.
<sqf>
this addEventHandler ["CuratorWaypointDeleted", {
params ["_curator", "_waypoint"];
}];
</sqf>
 
* curator: [[Object]]
* waypoint: [[Array]]
 
 
==== CuratorWaypointDoubleClicked ====
{{Icon|localArgument|32}}<br>
Triggered when a waypoint is double-clicked on in curator interface.
<sqf>
this addEventHandler ["CuratorWaypointDoubleClicked", {
params ["_curator", "_waypoint"];
}];
</sqf>
 
* curator: [[Object]]
* waypoint: [[Array]]
 
 
==== CuratorWaypointEdited ====
{{Icon|localArgument|32}}<br>
Triggered when a waypoint is moved in curator interface.
<sqf>
this addEventHandler ["CuratorWaypointEdited", {
params ["_curator", "_waypoint"];
}];
</sqf>
 
* curator: [[Object]]
* waypoint: [[Array]]
 
 
==== CuratorWaypointPlaced ====
{{Icon|localArgument|32}}<br>
Triggered when new waypoint is placed in curator interface.
<sqf>
this addEventHandler ["CuratorWaypointPlaced", {
params ["_curator", "_group", "_waypointID"];
}];
</sqf>
 
* curator: [[Object]]
* group: [[Group]]
* waypointID: [[Number]]
 
 
==== CuratorWaypointSelectionChanged ====
{{Icon|localArgument|32}}<br>
Triggered when a waypoint is selected in curator interface.
<sqf>
this addEventHandler ["CuratorWaypointSelectionChanged", {
params ["_curator", "_waypoint"];
}];
</sqf>
 
* curator: [[Object]]
* waypoint: [[Array]]
{{ConfigPage|end}}
 
 
== Multiplayer Event Handlers ==
 
Global object event handler, executed on every connected machine.
 
Commands:
* [[addMPEventHandler]]
* [[removeMPEventHandler]]
* [[removeAllMPEventHandlers]]
 
{{Feature|important|A Multiplayer Event Handler is '''not''' saved in a save file and therefore will not be restored on load - use it accordingly.}}
 
{{ConfigPage|start}}
{{ConfigPage|abc}}
==== MPHit ====
{{Icon|globalArgument|32}}{{Icon|globalEffect|32}}<br>
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|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 (<sqf inline>unit addEventHandler ["HandleDamage", { 0 }];</sqf>.
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!
 
<sqf>
this addMPEventHandler ["MPHit", {
params ["_unit", "_causedBy", "_damage", "_instigator"];
}];
</sqf>
 
* unit: [[Object]] - object the event handler is assigned to <br>
* causedBy: [[Object]] - object that caused the damage. Contains the unit itself in case of collisions. <br>
* damage: [[Number]] - level of damage caused by the hit
* {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger
 
 
==== MPKilled ====
{{Icon|globalArgument|32}}{{Icon|globalEffect|32}}<br>
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.
 
<sqf>
this addMPEventHandler ["MPKilled", {
params ["_unit", "_killer", "_instigator", "_useEffects"];
}];
</sqf>
 
* unit: [[Object]] - object the event handler is assigned to
* killer: [[Object]] - object that killed the unit. Contains the unit itself in case of collisions
* {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger
* {{GVI|arma3|1.68}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax
 
 
==== MPRespawn ====
{{Icon|globalArgument|32}}{{Icon|localEffect|32}}<br>
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 [[Multiplayer Scripting#Locality|local]].
The only difference between '''Respawn''' and '''MPRespawn''' is that '''MPRespawn''' can be assigned from anywhere while '''Respawn''' requires the unit to be local.<br><br>
MPRespawn EH expects the EH code to return array in format of [[Position]], which will be used to place respawned unit at desired coordinates.<br>
For example: <sqf inline>player addMPEventHandler ["MPRespawn", { [1234, 1234, 0] }];</sqf> will place player at [1234,1234,0] immediately on respawn.
 
 
<sqf>
this addMPEventHandler ["MPRespawn", {
params ["_unit", "_corpse"];
}];
</sqf>
 
* 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.
{{ConfigPage|end}}
 
 
== Mission Event Handlers ==
 
Mission Event Handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.
 
Commands:
* [[addMissionEventHandler]]
* [[removeMissionEventHandler]]
 
{{Feature|informative|See [[Arma 3: Mission Event Handlers]].}}
 
 
{{ArgTitle|2|UserAction Event Handlers|{{GVI|arma3|2.06}}}}
 
UserAction Event Handlers are events that trigger on user action.
 
Commands:
* [[addUserActionEventHandler]]
* [[removeUserActionEventHandler]]
{{Feature|informative|See [[Arma 3: Modded Keybinding]].}}
 
{{ConfigPage|start}}
{{ConfigPage|abc}}
==== Activate ====
<sqf>
addUserActionEventHandler ["KeyName", "Activate", {
params ["_activated"];
}];
</sqf>
 
* _activated: [[Boolean]] - always returns [[true]]
 
 
==== Deactivate ====
<sqf>
addUserActionEventHandler ["KeyName", "Deactivate", {
params ["_activated"];
}];
</sqf>
 
* _activated: [[Boolean]] - always returns [[false]]
 
 
==== Analog ====
<sqf>
addUserActionEventHandler ["KeyName", "Analog", {
params ["_value"];
}];
</sqf>
 
* _value: [[Number]] - input device's analog value
{{ConfigPage|end}}
 
 
{{ArgTitle|2|Projectile Event Handlers|{{GVI|arma3|2.10}}}}
 
Commands:
* [[addEventHandler]]
* [[removeEventHandler]]
 
{{ConfigPage|start}}
{{ConfigPage|abc}}
==== Deleted ====
<sqf>
_projectile addEventHandler ["Deleted", {
params ["_projectile"];
}];
</sqf>
 
* projectile: [[Object]]
 
 
==== Deflected ====
<sqf>
_projectile addEventHandler ["Deflected", {
params ["_projectile", "_pos", "_velocity", "_hitObject"];
}];
</sqf>
* projectile: [[Object]]
* pos: [[Array]] format [[Position#PositionASL|PositionASL]]
* velocity: [[Array]] format [[Vector3D]]
* hitObject: [[Object]] - the object that deflected the projectile
 
 
==== Explode ====
{{Icon|localArgument|32}}<br>
<sqf>
_projectile addEventHandler ["Explode", {
params ["_projectile", "_pos", "_velocity"];
}];
</sqf>
 
* projectile: [[Object]]
* pos: [[Array]] format [[Position#PositionASL|PositionASL]]
* velocity: [[Array]] format [[Vector3D]]
 
 
==== HitExplosion ====
<sqf>
_projectile addEventHandler ["HitExplosion", {
params ["_projectile", "_hitEntity", "_projectileOwner", "_hitSelections", "_instigator"];
}];
</sqf>
 
* projectile: [[Object]]
* hitEntity: [[Object]]
* projectileOwner: [[Object]]
* hitSelections: [[Array]] of [[Array]]s - Same list of FireGeometry components that [[#HitPart|entity HitPart]] gets but only contains:
** position: [[Array]] format [[Position#PositionASL|PositionASL]] - position of impact
** vector: [[Array]] format [[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
** selection: [[String]] - Named selection of the object that was hit, in the FireGeometry LOD.
** radius: [[Number]] - radius (size) of component hit
** surface: [[String]] - surface type struck
* {{GVI|arma3|2.18}} instigator: [[Object]] - shot instigator
 
==== HitPart ====
Triggered when the projectile hits any surface.
<sqf>
_projectile addEventHandler ["HitPart", {
params ["_projectile", "_hitEntity", "_projectileOwner", "_pos", "_velocity", "_normal", "_components", "_radius" ,"_surfaceType", "_instigator"];
}];
</sqf>
 
* projectile: [[Object]]
* hitEntity: [[Object]]
* projectileOwner: [[Object]]
* pos: [[Array]] format [[Position#PositionASL|PositionASL]]
* velocity: [[Array]] format [[Vector3D]]
* normal: [[Array]] format [[Vector3D]]
* components: [[Array]] of [[String]]s - The selections that were hit, in the FireGeometry LOD.
* radius: [[Number]] - radius (size) of the hitPoint
* surfaceType: [[String]]
* {{GVI|arma3|2.18}} instigator: [[Object]] - shot instigator
 
{{Feature|important|Only triggers for direct hits and not splash damage, unlike [[#HitPart|entity HitPart]]. For splash damage, use [[#HitExplosion|HitExplosion]].}}
 
==== Init ====
Triggered whenever a projectile is created. Cannot be used in scripts, only inside class Eventhandlers in config.
<syntaxhighlight lang="cpp">init = "params ['_projectile'];";</syntaxhighlight>
<sqf>params ["_projectile"];</sqf>
* projectile: [[Object]] - object the event handler is assigned to
 
 
==== MineActivated ====
{{GVI|arma3|2.14}}
{{Icon|localArgument|32}}
{{Icon|localEffect|32}}<br>
<sqf>
_projectile addEventHandler ["MineActivated", {
params ["_projectile", "_active"];
}];
</sqf>
* projectile: [[Object]]
* active: [[Boolean]] - new active state of the mine
 
 
==== Penetrated ====
This event fires as many times as the projectile penetrates a surface.
<sqf>
_projectile addEventHandler ["Penetrated", {
params ["_projectile", "_hitObject", "_surfaceType", "_entryPoint", "_exitPoint", "_exitVector"];
}];
</sqf>
 
* projectile: [[Object]]
* hitObject: [[Object]]
* surfaceType: [[String]] - see [[surfaceType]]
* entryPoint: [[Array]] format [[Position#PositionASL|PositionASL]] - the projectile's entry point
* exitPoint: [[Array]] format [[Position#PositionASL|PositionASL]] - the projectile's exit point
* exitVector: [[Array]] format [[Vector3D]] - speed/angle exit vector (see [[vectorMagnitude]] to obtain the speed, in metre per second)
 
 
==== SubmunitionCreated ====
This event fires as many times as submunitions are created.
<sqf>
_projectile addEventHandler ["SubmunitionCreated", {
params ["_projectile", "_submunitionProjectile", "_pos", "_velocity"];
}];
</sqf>
 
* projectile: [[Object]]
* subMunitionProjectile: [[Object]]
* pos: [[Array]] format [[Position#PositionASL|PositionASL]]
* velocity: [[Array]] format [[Vector3D]]
 
 
{{ConfigPage|end}}
 
 
{{ArgTitle|2|Group Event Handlers|{{GVI|arma3|2.10}}}}
 
Commands:
* [[addEventHandler]]
* [[removeEventHandler]]
 
{{ConfigPage|start}}
{{ConfigPage|abc}}
 
==== CombatModeChanged ====
Triggers when the group's '''[[AI Behaviour|behaviour]]''' changes (see [[behaviour]], [[setBehaviour]])
<sqf>
_group addEventHandler ["CombatModeChanged", {
params ["_group", "_newMode"];
}];
</sqf>
 
* group: [[Group]]
* newMode: [[String]] - see [[AI Behaviour]] ('''not''' [[Combat Modes]]!)
 
==== CommandChanged ====
<sqf>
_group addEventHandler ["CommandChanged", {
params ["_group", "_newCommand"];
}];
</sqf>
 
* group: [[Group]]
* newCommand: [[String]], can be one of: <spoiler>
{|
| "NO CMD" || NoCommand
|-
| "WAIT" || Wait
|-
| "ATTACK" || Attack
|-
| "Suppress" || Suppress
|-
| "HIDE" || Hide
|-
| "MOVE" || Move
|-
| "HOOK CARGO" || HookCargo
|-
| "UNHOOK CARGO" || UnhookCargo
|-
| "VIV GETIN" || ViVGetIn
|-
| "VIV GETOUT" || ViVGetOut
|-
| "VIV UNLOAD" || ViVUnload
|-
| "HEAL" || Heal
|-
| "REPAIR" || Repair
|-
| "REFUEL" || Refuel
|-
| "REARM" || Rearm
|-
| "SUPPORT" || Support
|-
| "JOIN" || Join
|-
| "GET IN" || GetIn
|-
| "FIRE" || Fire
|-
| "GET OUT" || GetOut
|-
| "STOP" || Stop
|-
| "EXPECT" || Expect
|-
| "ACTION" || Action
|-
| "SCRIPTED" || Scripted
|-
| "DISMISS" || Dismiss
|-
| "HEAL SOLDIER" || HealSoldier
|-
| "PATCH SOLDIER" || PatchSoldier
|-
| "FIRST AID" || FirstAid
|-
| "HEAL SELF" || HealSoldierSelf
|-
| "ATTACK AND FIRE" || AttackAndFire
|-
| "CARRY SOLDIER" || CarrySoldier
|-
| "DROP CARRIED" || DropCarried
|-
| "TAKE BAG" || TakeBag
|-
| "ASSEMBLE" || Assemble
|-
| "DISASSEMBLE" || DisAssemble
|-
| "DROP BAG" || DropBag
|-
| "OPEN BAG" || OpenBag
|-
| "IRLASER ON" || IRLaserOn
|-
| "IRLASER OFF" || IRLaserOff
|-
| "GUN LIGHT ON" || GunLightOn
|-
| "GUN LIGHT OFF" || GunLightOff
|-
| "FIRE AT POSITION" || FireAtPosition
|-
| "REPAIR VEHICLE" || RepairVehicle
|-
| "OPEN PARA" || OpenParachute
|-
| "KEEP DEPTH LEADER" || KeepDepthLeader
|-
| "KEEP DEPTH UND SURF" || KeepDepthUnderSurface
|-
| "KEEP DEPTH ABV SURF" || KeepDepthAboveSurface
|-
| "KEEP DEPTH BOTTOM" || KeepDepthBottom
|-
| "PUT IN" || PutIn
|-
| "UNLOAD FROM" || UnloadFrom
|-
| "USE CONTAINER MAGAZINE" || UseContainerMagazine
|-
| "ACTIVATE MINE" || ActivateMine
|-
| "DISABLE MINE" || DisableMine
|}
</spoiler>
 
==== Deleted ====
<sqf>
_group addEventHandler ["Deleted", {
params ["_group"];
}];
</sqf>
 
* group: [[Group]]
 
==== Empty ====
<sqf>
_group addEventHandler ["Empty", {
params ["_group"];
}];
</sqf>
 
* group: [[Group]]
 
==== EnableAttackChanged ====
<sqf>
_group addEventHandler ["EnableAttackChanged", {
params ["_group", "_attackEnabled"];
}];
</sqf>
 
* group: [[Group]]
* attackEnabled: [[Boolean]]
 
==== EnemyDetected ====
<sqf>
_group addEventHandler ["EnemyDetected", {
params ["_group", "_newTarget"];
}];
</sqf>
 
* group: [[Group]]
* newTarget: [[Object]]
 
==== Fleeing ====
<sqf>
_group addEventHandler ["Fleeing", {
params ["_group", "_fleeingNow"];
}];
</sqf>
 
* group: [[Group]]
* fleeingNow: [[Boolean]]
 
==== FormationChanged ====
<sqf>
_group addEventHandler ["FormationChanged", {
params ["_group", "_newFormation"];
}];
</sqf>
 
* group: [[Group]]
* newFormation: [[String]] - see [[setFormation]]
 
==== GroupIdChanged ====
<sqf>
_group addEventHandler ["GroupIdChanged", {
params ["_group", "_newGroupId"];
}];
</sqf>
 
* group: [[Group]]
* newGroupId: [[String]]
 
==== KnowsAboutChanged ====
<sqf>
_group addEventHandler ["KnowsAboutChanged", {
params ["_group", "_targetUnit", "_newKnowsAbout", "_oldKnowsAbout"];
}];
</sqf>
 
* group: [[Group]]
* targetUnit: [[Object]]
* newKnowsAbout: [[Number]]
* oldKnowsAbout: [[Number]]
 
==== LeaderChanged ====
<sqf>
_group addEventHandler ["LeaderChanged", {
params ["_group", "_newLeader"];
}];
</sqf>
 
* group: [[Group]]
* newLeader: [[Object]]
 
==== Local ====
<sqf>
_group addEventHandler ["Local", {
params ["_group", "_isLocal"];
}];
</sqf>
 
* group: [[Group]]
 
==== SpeedModeChanged ====
<sqf>
_group addEventHandler ["SpeedModeChanged", {
params ["_group", "_newSpeedMode"];
}];
</sqf>
 
* group: [[Group]]
* newSpeedMode: [[String]] - see [[setSpeedMode]]
 
==== UnitJoined ====
<sqf>
_group addEventHandler ["UnitJoined", {
params ["_group", "_newUnit"];
}];
</sqf>
 
* group: [[Group]]
* newUnit: [[Object]]
 
{{ArgTitle|4|UnitKilled|{{GVI|arma3|2.18}}}}
{{Icon|localArgument|32}}<br>
Triggered when a unit in the group is killed.
 
<sqf>
_group addEventHandler ["UnitKilled", {
params ["_group", "_unit", "_killer", "_instigator", "_useEffects"];
}];
</sqf>
 
* group: [[Group]] - the group the event handler is assigned to
* unit: [[Object]] - the unit that was killed
* killer: [[Object]] - The object that killed the unit. Contains the unit itself in case of collisions.
* instigator: [[Object]] - the person who pulled the trigger
* useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax
 
==== UnitLeft ====
<sqf>
_group addEventHandler ["UnitLeft", {
params ["_group", "_oldUnit"];
}];
</sqf>
 
* group: [[Group]]
* oldUnit: [[Object]]
 
==== VehicleAdded ====
<sqf>
_group addEventHandler ["VehicleAdded", {
params ["_group", "_newVehicle"];
}];
</sqf>
 
* group: [[Group]]
* newVehicle: [[Object]]
 
==== VehicleRemoved ====
<sqf>
_group addEventHandler ["VehicleRemoved", {
params ["_group", "_oldVehicle"];
}];
</sqf>
 
* group: [[Group]]
* oldVehicle: [[Object]]
 
==== WaypointComplete ====
<sqf>
_group addEventHandler ["WaypointComplete", {
params ["_group", "_waypointIndex"];
}];
</sqf>
 
* group: [[Group]]
* waypointIndex: [[Number]]
 
{{ConfigPage|end}}
 
 
== Player's UI Event Handlers ==
 
In Game UI Event Handlers trigger when user scrolls or activates in game action menu.<br>
The following mission EHs are available in {{arma3}}:
* [[Arma 3: Event Handlers/inGameUISetEventHandler#PrevAction|PrevAction]] - Action menu scroll up event
* [[Arma 3: Event Handlers/inGameUISetEventHandler#Action|Action]] - Action menu action event
* [[Arma 3: Event Handlers/inGameUISetEventHandler#NextAction|NextAction]] - Action menu scroll down event
 
{{Feature|important|Only one event of each kind can exist, adding another will overwrite the existing one.}}
 
Commands:
* [[inGameUISetEventHandler]]
 
{{Feature|informative|See {{Link|Arma 3: Event Handlers/inGameUISetEventHandler}}.}}
 
 
== UI Event Handlers (Displays and Controls) ==
 
Commands:
* [[ctrlAddEventHandler]]
* [[ctrlRemoveEventHandler]]
* [[ctrlRemoveAllEventHandlers]]
* [[displayAddEventHandler]]
* [[displayRemoveEventHandler]]
* [[displayRemoveAllEventHandlers]]
 
{{Feature|informative|See [[User Interface Event Handlers]].}}
 
 
== Music Event Handlers ==
 
Music event handler, always executed on the computer where it was added.
 
Commands:
* [[setMusicEventHandler]]
* [[addMusicEventHandler]]
* [[removeMusicEventHandler]]
* [[removeAllMusicEventHandlers]]
 
{{ConfigPage|start}}
{{ConfigPage|abc}}
{{ArgTitle|4|MusicStart|{{GVI|arma3|0.50}}}}
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command.
<sqf>
addMusicEventHandler ["MusicStart", {
params ["_musicClassname", "_eventHandlerId", "_currentPosition", "_toralLength"];
}];
</sqf>
* musicClassName: [[String]] - [[Description.ext#Music|CfgMusic]] class name of the music that started
* eventHandlerId: [[Number]] - EH id returned by [[addMusicEventHandler]]
* {{GVI|arma3|2.18|size= 0.75}} currentPosition: [[Number]] - current playback position in 0...1 range (see also: [[getMusicPlayedTime]])
* {{GVI|arma3|2.18|size= 0.75}} totalLength: [[Number]] - track total length in seconds


Triggered when the unit is killed.


[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
{{ArgTitle|4|MusicStop|{{GVI|arma3|0.50}}}}
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound finished playing, after being executed with [[playMusic]] command.<br>
{{GVI|arma3|2.14|size= 0.75}} <sqf inline>playMusic ""</sqf> triggers this event if a music is currently playing.
<sqf>
addMusicEventHandler ["MusicStop", {
params ["_musicClassname", "_eventHandlerId", "_currentPosition", "_toralLength"];
}];
</sqf>
* musicClassName: [[String]] - [[Description.ext#Music|CfgMusic]] class name of the music that stopped
* eventHandlerId: [[Number]] - EH id returned by [[addMusicEventHandler]]
* {{GVI|arma3|2.18|size= 0.75}} currentPosition [[Number]]: - current playback position in 0...1 range (see also: [[getMusicPlayedTime]])
* {{GVI|arma3|2.18|size= 0.75}} totalLength [[Number]]: - track total length in seconds
{{ConfigPage|end}}


Passed array: '''[unit, killer]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
== Eden Editor ==
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions. <br />


Commands:
* [[add3DENEventHandler]]
* [[remove3DENEventHandler]]
* [[removeAll3DENEventHandlers]]


'''Notes:'''
{{Feature|informative|
See also:
* [[Arma 3: Event Handlers: Eden Editor]]
* its sub-category [[Arma 3: Event Handlers: Eden Editor#Object Event Handlers|Object Event Handlers]]
* [[:Category:Eden Editor|Eden Editor]]
}}


* This command must be used in conjunction with the command [[addMPEventHandler]] rather than the old command used for non MP commands.
* This event handler is triggered for a disconnecting player, if "playableAI" are disabled (by admin or description.ext), so that the playable unit dies on disconnect.


'''Coding advice:'''
== Public Variable Broadcast Event ==


Call a function from the MPKilled EH code space, rather to define 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!
Commands:
* [[addPublicVariableEventHandler]]


//good
Triggers when [[missionNamespace]] variable EH is associated with is sent over network via [[publicVariable]], [[publicVariableServer]] or [[publicVariableClient]] commands.
_unit addMPEventHandler ["MPKilled",{_this spawn MyTag_Function;}];
{{Feature|informative|Unlike with other types of EHs, there is no way of removing added public variable event handler}}
//bad
_unit addMPEventHandler ["MPKilled",{ /* complete script code directly in here */ }];


== MPRespawn ==


Triggered when a unit respawns.
== Weapon Muzzle Config Events ==


[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
There are three event handlers that can be set on weapon in config:
* "Fired" - when muzzle fired
* "Reload" - before muzzle is reloaded
* "Reloaded" - after muzzle is reloaded
<syntaxhighlight lang="cpp">
class CfgWeapons
{
class RifleCore;
class TAG_Rifle : RifleCore
{
class EventHandlers
{
fired = "systemChat format ['fired weapon EH output: %1 [time: %2]', _this, time]";
reload = "systemChat format ['reload weapon EH output: %1 [time: %2]', _this, time]";
reloaded = "systemChat format ['reloaded weapon EH output: %1 [time: %2]', _this, time]";
};
};
};
</syntaxhighlight>


Passed array: '''[unit, corpse, ...]'''


* unit: [[Object]] - Object the event handler is assigned to
== Ammo Config Events ==
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling.


There are three event handlers that can be set on ammo in config:
* "init" - when the ammo is created, by any mean (fired, created, etc). Params: [shot]
* "fired" - when the ammo is fired (legacy). Params: same as in entity EH "Fired".
* "ammoHit" - when the ammo hits anything (can trigger multiple times). Params: [shot, shooter, hitobj, pos, velocity, hitComponents, [hit, indirecthit, indirecthitrange, explosive, name], normal, explode, instigator (since Arma 3 v2.18)]
<syntaxhighlight lang="cpp">
class CfgAmmo
{
class BulletCore;
class TAG_Bullet : BulletCore
{
class EventHandlers
{
init = "systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]";
fired = "systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]";
ammoHit = "systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]";
};
};
};
</syntaxhighlight>


'''Notes:'''


This event never triggers on server: [http://feedback.arma3.com/view.php?id=14517]
== BI Scripted Events ==


As of OA 1.62, this command does not work as one would expect. It is only triggered on the 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.
Commands:
* [[BIS_fnc_addScriptedEventHandler]]
* [[BIS_fnc_removeScriptedEventHandler]]
* [[BIS_fnc_removeAllScriptedEventHandlers]]
* [[BIS_fnc_callScriptedEventHandler]]


This command must be used in conjunction with the command [[addMPEventHandler]] rather than the old command used for non MP commands.


== PostReset ==
{{Feature|informative|See also [[Arma 3: Scripted Event Handlers]].}}
{{Sticky|Jump to [[#top|the top]] of the page|bottom}}


== SoundPlayed ==
Something to do with your character making noises when injured or fatigued.


[[Category: Event Handlers]]
[[Category: Event Handlers]]

Revision as of 10:06, 12 September 2024

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.


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.

this addEventHandler ["AnimChanged", { params ["_unit", "_anim"]; }];

  • 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.

this addEventHandler ["AnimDone", { params ["_unit", "_anim"]; }];

  • 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.

this addEventHandler ["AnimStateChanged", { params ["_unit", "_anim"]; }];

  • unit: Object - object the event handler is assigned to
  • anim: String - name of the anim that has been started


Assembled

LALocal
Triggers when weapon that is moved out of the world is assembled again. EH should be attached to the entity.

this addEventHandler ["Assembled", { params ["_entity", "_unit", "_primaryBag", "_secondaryBag"]; }];

  • entity: Object - weapon this event is assigned to
  • unit: Object - person who assembled the weapon
  • primaryBag: Object - first backpack object which was entity disassembled into (just before it is deleted)
  • secondaryBag: Object - second backpack object which was entity disassembled into (just before it is deleted)


Attached

Triggered after an object has been attached to another object (see attachTo).

this addEventHandler ["Attached", { params ["_attachedObj", "_parentObj", "_isReattach", "_offset", "_memoryPointIndex", "_followBoneRotation"]; }];


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.

this addEventHandler ["CargoLoaded", { params ["_parentVehicle", "_cargoVehicle"]; }];

  • 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.

this addEventHandler ["CargoUnloaded", { params ["_parentVehicle", "_cargoVehicle"]; }];

  • 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.

this addEventHandler ["ContainerClosed", { params ["_container", "_unit"]; }];

  • container: Object - Cargo container.
  • player: Object - unit who accessed the 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.

this addEventHandler ["ContainerOpened", { params ["_container", "_unit"]; }];

  • container: Object - cargo container
  • player: Object - unit who accessed the 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.

this addEventHandler ["ControlsShifted", { params ["_vehicle", "_activeCoPilot", "_oldController"]; }];

  • 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.

this addEventHandler ["Dammaged", { params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"]; }];

  • 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
  • Arma 3 logo black.png1.68 hitPartIndex: Number - hit index of the hit selection
  • Arma 3 logo black.png1.68 hitPoint: String - hit point Cfg name
  • Arma 3 logo black.png1.70 shooter: Object - shooter reference (to get instigator use getShotParents on projectile)
  • Arma 3 logo black.png1.70 projectile: Object - the projectile that caused damage


Deleted

GAGlobal
Triggered just before the assigned entity is deleted.

this addEventHandler ["Deleted", { params ["_entity"]; }];

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


Detached

Triggered after an object has been detached from its parent object (see detach). Does not fire if the parent object was deleted.

this addEventHandler ["Detached", { params ["_attachedObj", "_parentObj"]; }];


Disassembled

LALocal
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.

this addEventHandler ["Disassembled", { params ["_entity", "_primaryBag", "_secondaryBag", "_unit"]; }];

  • entity: Object - weapon this event is assigned to (just before is is moved out of the world)
  • primaryBag: Object - first backpack object which was entity disassembled into
  • secondaryBag: Object - second backpack object which was entity disassembled into
  • Arma 3 logo black.png2.18 unit: Object - person who disassembled the weapon


Engine

GAGlobal
Triggered when the engine of the unit is turned on/off.

Although the event is global, on clients (non-server) and applied to remote vehicles, it will fire only if the vehicle is closer than about 6 km from the camera. Should the vehicle be far away, it will fire as soon as the camera and vehicle are close enough together, alongside the isEngineOn flag change.

this addEventHandler ["Engine", { params ["_vehicle", "_engineState"]; }];

  • 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.

this addEventHandler ["EpeContact", { params ["_object1", "_object2", "_selection1", "_selection2", "_force", "_reactVect", "_worldPos"]; }];

  • 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
  • Arma 3 logo black.png2.12reactVect: Array - impact reaction force vector
  • Arma 3 logo black.png2.12worldPos: PositionWorld - point of impact in world coordinates


EpeContactEnd

GAGlobal
Triggered when object collision (PhysX) ends.

this addEventHandler ["EpeContactEnd", { params ["_object1", "_object2", "_selection1", "_selection2", "_force"]; }];

  • 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.

this addEventHandler ["EpeContactStart", { params ["_object1", "_object2", "_selection1", "_selection2", "_force", "_reactForce", "_worldPos"]; }];

  • 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
  • Arma 3 logo black.png2.12reactVect: Array - impact reaction force vector
  • Arma 3 logo black.png2.12worldPos: PositionWorld - point of impact in world coordinates


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.

this addEventHandler ["Explosion", { params ["_vehicle", "_damage", "_source"]; }];

  • vehicle: Object - object the event handler is assigned to
  • damage: Number - damage inflicted to the object
  • Arma 3 logo black.png2.10 source: Object - may be objNull in some cases
This event will fire even for tiniest of explosion damage (which appears as 0 damage argument), while entity HitPart could ignore such damage and not fire. Example of such event would be a tank firing AP round and hitting ground a meter away from the vehicle, it doesn't produce an explosion yet its indirectHit could still cause tiny amount of damage to weak hit points (car wheels, headlights, etc.). In such case you might not get any HitPart event fires, get some HandleDamage events if target is local, and get this Explosion event.

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.

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.

this addEventHandler ["Fired", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"]; }];

  • 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
  • Arma 3 logo black.png1.66 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.

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.

this addEventHandler ["FiredMan", { params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"]; }];

  • 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. Arma 3 logo black.png1.30 Works with thrown weapons.

this addEventHandler ["FiredNear", { params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"]; }];

  • 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
  • Arma 3 logo black.png1.66 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.

this addEventHandler ["Fuel", { params ["_vehicle", "_hasFuel"]; }];

  • 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.

Not to be confused with InventoryOpened and InventoryClosed events, Gear fires when the landing gear state on an aircraft has changed.

this addEventHandler ["Gear", { params ["_vehicle", "_gearState"]; }];

  • 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.

this addEventHandler ["GestureChanged", { params ["_unit", "_gesture"]; }];

  • 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.

this addEventHandler ["GestureDone", { params ["_unit", "_gesture"]; }];

  • 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.

this addEventHandler ["GetIn", { params ["_vehicle", "_role", "_unit", "_turret"]; }];

  • 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
  • Arma 3 logo black.png1.36 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.

this addEventHandler ["GetInMan", { params ["_unit", "_role", "_vehicle", "_turret"]; }];

  • 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.

this addEventHandler ["GetOut", { params ["_vehicle", "_role", "_unit", "_turret", "_isEject"]; }];

  • 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
  • Arma 3 logo black.png1.36 turret: Array - turret path
  • Arma 3 logo black.png2.14 isEject: Boolean - true if unit used 'Eject' action


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.

this addEventHandler ["GetOutMan", { params ["_unit", "_role", "_vehicle", "_turret", "_isEject"]; }];

  • 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
  • Arma 3 logo black.png2.14 isEject: Boolean - true if unit used 'Eject' action


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" EHs 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.
  • Use setMissionOptions to filter out no damage calls or fake head hit.

Additional Celery's explanation (Updated by ShadowRanger for Arma 3).

this addEventHandler ["HandleDamage", { params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit", "_context"]; }];

  • unit: Object - object the event handler is assigned to
  • selection: String - name of the selection where the unit was damaged.
    • "" for overall 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 fall damage)
  • Arma 3 logo black.png1.50 hitPartIndex: Number - hit part index of the hit point, -1 otherwise
  • Arma 3 logo black.png1.66 instigator: Object - person who pulled the trigger
  • Arma 3 logo black.png1.68 hitPoint: String - hit point Cfg name
  • Arma 3 logo black.png2.12 directHit: Boolean - true for direct projectile damage, false for explosion splash damage and all other kinds of damage like fall damage, fire damage, collision damage, etc.
  • Arma 3 logo black.png2.16 context: Number - some additional context for the event:


0 : TotalDamage - total damage adjusted before iteration through hitpoints
1 : HitPoint - some hit point processed during iteration
2 : LastHitPoint - the last hitpoint from iteration is processed
3 : FakeHeadHit - head hit that is added/adjusted
4 : TotalDamageBeforeBleeding - total damage is adjusted before calculating bleeding

HandleHeal

GAGlobal
Triggered when unit starts healing process (player using heal action on self or other unit, scripted action or AI heals after being ordered or on its own). This event handler must be added to the 'injured' (could be added to Init field in editor) and in multiplayer will trigger only on PC where 'healer' is local. If code returns anything but true, engine side healing follows, otherwise healing is aborted.

When AI unit is ordered (or acts at own accord) to heal at a medical vehicle and the event handler returns true, the healing is canceled but AI will try again and again and again. The event handler in this case will fire every second until AI unit is healed by other means.

NOTE: This Event Handler was broken before Arma 3 v2.18.

this addEventHandler ["HandleHeal", { _this spawn { params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"]; private _damage = damage _injured; if (_injured == _healer) then { waitUntil { damage _injured != _damage }; if (damage _injured < _damage) then { _injured setDamage 0; }; }; }; }];
this addEventHandler ["HandleHeal", { params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"]; }];

  • injured: Object - unit EH is attached to
  • healer: Object - unit that does the healing (could be the same unit as 'injured')
  • isMedic: Boolean - true when healer is 'Medic'
  • Arma 3 logo black.png2.18 atVehicle: Object - when healing at medical vehicle, this is the vehicle
  • Arma 3 logo black.png2.18 action: String - the action that triggered the event handler, for example "SoldierHealSelf"


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.

bob = group player createUnit [typeOf player, position player, [], 0, "none"]; bob addEventHandler ["HandleIdentity", { hint str _this }];

  • 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.

this addEventHandler ["HandleRating", { params ["_unit", "_rating"]; }];

  • unit: Object - object the event handler is assigned to
  • rating: Number - rating to be added


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.

this addEventHandler ["HandleScore", { params ["_unit", "_object", "_score"]; }];

  • 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.

this addEventHandler ["Hit", { params ["_unit", "_source", "_damage", "_instigator"]; }];

  • 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
  • Arma 3 logo black.png1.66 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.

this addEventHandler ["HitPart", { (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect", "_instigator"]; }];

  • 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: Array format PositionASL - position the bullet impacted
  • velocity: Vector3D - 3D speed at which the bullet impacted
  • selection: Array - array of Strings with named selection of the object that were hit, in the FireGeometry LOD.
  • 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
  • Arma 3 logo black.png2.18 instigator: Object - shot instigator
There is similar event handler that is attached to projectile instead of entity.
This event doesn't fire when miniscule explosive damage is dealt to target entity, but Explosion event will still fire.


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.

this addEventHandler ["IncomingMissile", { params ["_target", "_ammo", "_vehicle", "_instigator", "_missile"]; }];

  • target: Object - object the event handler is assigned to
  • ammo: String - ammo type that was fired on the target
  • Arma 3 logo black.png1.42 vehicle: Object - vehicle that fired the weapon. In case of soldier, unit is returned
  • Arma 3 logo black.png1.66 instigator: Object - person who pulled the trigger
  • Arma 3 logo black.png2.10 missile: Object - the incoming missile

Init

GAGlobal
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.

It is recommended to use the PostInit event handler instead of this one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.

e.g:

init = "params ['_entity'];";

params ["_entity"];

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


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.

this addEventHandler ["InventoryClosed", { params ["_unit", "_container"]; }];

  • unit: Object - object the event handler is assigned to
  • targetContainer: Object - connected container or weaponholder

// Delete dropped items when inventory closed player addEventHandler ["InventoryClosed", { params ["_unit", "_container"]; if (_container isKindOf "WeaponHolder") then { deleteVehicle _container; }; }];


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:

// 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 }];
To return all nearby containers use nearSupplies command.
this addEventHandler ["InventoryOpened", { params ["_unit", "_container"]; }];

  • unit: Object - object the event handler is assigned to
  • targetContainer: Object - connected container or weaponholder
  • Arma 3 logo black.png1.66 secondaryContainer: Object - second connected container or weaponholder or objNull


Killed

LALocal
Triggered when the unit is killed.

this addEventHandler ["Killed", { params ["_unit", "_killer", "_instigator", "_useEffects"]; }];

  • unit: Object - the object the event handler is assigned to
  • killer: Object - The object that killed the unit. Contains the unit itself in case of collisions.
  • Arma 3 logo black.png1.66 instigator: Object - the person who pulled the trigger
  • Arma 3 logo black.png1.68 useEffects: Boolean - same as useEffects in setDamage alt syntax


LandedStopped

GAGlobal
Triggered when an AI pilot would get out usually. Not executed for player.

this addEventHandler ["LandedStopped", { params ["_plane", "_airportID", "_airportObject"]; }];


LandedTouchDown

GAGlobal
Triggered when a plane (AI or player) touches the ground.

this addEventHandler ["LandedTouchDown", { params ["_plane", "_airportID", "_airportObject"]; }];


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)

this addEventHandler ["Landing", { params ["_plane", "_airportID", "_isCarrier"]; }];

  • 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

this addEventHandler ["LandingCanceled", { params ["_plane", "_airportID", "_isCarrier"]; }];

  • 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

LeaningChanged

GAGlobal
Triggered when a soldier leaning factor is changed between -1 (extreme left), 0 (not leaning) and 1 (extreme right)

this addEventHandler ["LeaningChanged", { params ["_unit", "_newLeaning", "_oldLeaning"]; }];


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.

this addEventHandler ["Local", { params ["_entity", "_isLocal"]; }];

  • entity: Object - the object that changed locality
  • local: Boolean - if the object is local on given computer


MagazineUnloaded

LALocal
Triggers when a magazine is removed from a weapon manually or via script. Does NOT trigger on Reloaded event.

this addEventHandler ["MagazineUnloaded", { params ["_unit", "_weapon", "_muzzle", "_magazine"]; }];

  • unit: Object - unit or vehicle to which EH is assigned
  • weapon: String - weapon that got unloaded
  • muzzle: String - weapon's muzzle that got unloaded
  • magazine: Array - magazine info in format [magazineClass, ammoCount, magazineID, magazineCreator], where:
    • magazineClass: String - class name of the magazine
    • ammoCount: Number - amount of ammo in magazine
    • magazineID: Number - global magazine id
    • magazineCreator: Number - owner of the magazine creator


OpticsModeChanged

LALocal
Triggers everytime a local unit changes optic mode. This could be either through the setOpticsMode command or by the player switching to the next optic mode using e.g NUM / or Ctrl + Right Mouse Button.

this addEventHandler ["OpticsModeChanged", { params ["_unit", "_opticsClass", "_newMode", "_oldMode", "_isADS"]; }];


OpticsSwitch

LALocal
Triggers at the start of the camera transition from GUNNER to INTERNAL/EXTERNAL and vice-versa. So anytime the right mouse button is pressed and there is a GUNNER view available or are currently in it, this triggers. Works in vehicles and FFV as well. See also cameraView.

this addEventHandler ["OpticsSwitch", { params ["_unit", "_isADS"]; }];

  • unit: Object - the unit
  • isADS: Boolean - if the new view is GUNNER


PathCalculated

LALocal
Triggers when a path has been calculated for the unit. Works for both agents and normal AI units.
Note that paths to far destinations are typically calculated in segments. When the unit completes a segment, a new path is calculated and this is continued until the unit reaches its destination.

this addEventHandler ["PathCalculated", { params ["_unit", "_path"]; }];

  • unit: Object - the unit/agent for which the path was calculated
  • path: Array - the array of positions representing the path (PositionASL)


PeriscopeElevationChanged

Fires every frame during periscope elevation animation.

this addEventHandler ["PeriscopeElevationChanged", { params ["_vehicle", "_turret", "_elevation", "_direction", "_userIsBlocked"]; }];

  • 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 up, 0:stopped, -1:moves down; 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


PostInit

GAGlobal
Triggered whenever an entity is created and initialized. Cannot be used in scripts, only inside class Eventhandlers in config.

It is recommended to use this event handler instead of the Init one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.

e.g:

postInit = "params ['_entity'];";
postinit = "params ['_entity']; if (local _entity) then { [_entity, '', [], false] call BIS_fnc_initVehicle };";

params ["_entity"];

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


PostReset

Obsolete - triggers after PP effects have been reset by the engine.


Put

GAGlobal
Triggers when a unit puts an item in a container.

Arma 3 logo black.png2.14 This event handler can be added to a container.

this addEventHandler ["Put", { params ["_unit", "_container", "_item"]; }];

  • unit: Object - unit who put the item in the container
  • container: Object - the container into which the item was placed (vehicle, box, etc.)
  • item: String - the class name of the moved item
This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.


Reloaded

LALocal
Triggers when a weapon is reloaded with a new magazine. For more information see: Reloaded

this addEventHandler ["Reloaded", { params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"]; }];

  • 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.

this addEventHandler ["Respawn", { params ["_unit", "_corpse"]; }];

  • 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.

this addEventHandler ["RopeAttach", { params ["_object1", "_rope", "_object2"]; }];

  • 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.

this addEventHandler ["RopeBreak", { params ["_object1", "_rope", "_object2"]; }];

  • 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.

this addEventHandler ["SeatSwitched", { params ["_vehicle", "_unit1", "_unit2"]; }];

  • 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.

this addEventHandler ["SeatSwitchedMan", { params ["_unit1", "_unit2", "_vehicle"]; }];

  • unit1: Object - unit switching seat.
  • unit2: Object - unit with which unit1 is switching seat.
  • vehicle: Object - vehicle where switching seats is taking place.


SelectedActionChanged

RTM helicopter user action event

this addEventHandler ["SelectedActionChanged", { params ["_caller", "_target", "_enumNumber", "_actionId"]; }];

Limited or non-existent functionality.


SelectedActionPerformed

RTM helicopter user action event

this addEventHandler ["SelectedActionPerformed", { params ["_caller", "_target", "_enumNumber", "_actionId"]; }];

Limited or non-existent functionality.


SelectedRotorLibActionChanged

RTM helicopter user action event

this addEventHandler ["SelectedRotorLibActionChanged", { params ["_caller", "_target", "_enumNumber", "_actionId"]; }];

Limited or non-existent functionality.


SelectedRotorLibActionPerformed

RTM helicopter user action event

this addEventHandler ["SelectedRotorLibActionPerformed", { params ["_caller", "_target", "_enumNumber", "_actionId"]; }];

Works only for key press combination RCtrl + 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:

  • 0: HelicopterAutoTrimOn
  • 1: HelicopterAutoTrimOff
  • 2: HelicopterTrimOn
  • 3: HelicopterTrimOff
  • 4: WheelsBrakeOn
  • 5: WheelsBrakeOff


SlotItemChanged

GAGlobal
Triggered when any of the following slots get assigned or unassigned: Items - Map, GPS, Radio, Watch, Compass, Helmet, Goggles, NVG; Weapon - Binoculars; Containers - Uniform, Vest, Backpack.

this addEventHandler ["SlotItemChanged", { params ["_unit", "_name", "_slot", "_assigned", "_weapon"]; }];


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:

  1. Breath
  2. Breath Injured
  3. Breath Scuba
  4. Injured
  5. Pulsation
  6. Hit Scream
  7. Burning
  8. Drowning
  9. Drown
  10. Gasping
  11. Stabilizing
  12. Healing
  13. Healing With Medikit
  14. Recovered
  15. Breath Held

this addEventHandler ["SoundPlayed", { params ["_unit", "_soundID"]; }];

  • unit: Object - Unit to which the event handler is assigned
  • soundID: Number - sound origin
Since Arma 3 logo black.png2.12 returning a Number from last added EH in range from 0 to 5 will alter the volume of played sound from mute to max volume.


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 (with setFriend).

this addEventHandler ["Suppressed", { params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"]; }];

  • 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.

Arma 3 logo black.png2.14 This event handler can be added to a container.

this addEventHandler ["Take", { params ["_unit", "_container", "_item"]; }];

  • unit: Object - unit who took the item from the container
  • container: Object - the container from which the item was taken (vehicle, box, etc.)
  • item: String - the class name of the taken item
This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.


TaskSetAsCurrent

Triggers when player's current task changes

this addEventHandler ["TaskSetAsCurrent", { params ["_unit", "_task"]; }];

  • unit: Object - the player to whom the event handler is assigned
  • task: Task - the new current task


TurnIn

Triggers when member of crew in a vehicle uses Turn In action

this addEventHandler ["TurnIn", { params ["_vehicle", "_unit", "_turret"]; }];

  • 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

this addEventHandler ["TurnOut", { params ["_vehicle", "_unit", "_turret"]; }];

  • 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.

player addEventHandler ["VisionModeChanged", { params ["_person", "_visionMode", "_TIindex", "_visionModePrev", "_TIindexPrev", "_vehicle", "_turret"]; }];

  • 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.

this addEventHandler ["WeaponAssembled", { params ["_unit", "_staticWeapon", "_primaryBag", "_secondaryBag"]; }];

  • unit: Object - object the event handler is assigned to
  • weapon: Object - object of the assembled weapon
  • Arma 3 logo black.png2.18 primaryBag: Object - primary bag (just before it is deleted)
  • Arma 3 logo black.png2.18 secondaryBag: Object - secondary bag (just before it is deleted)


WeaponChanged

Fires on weapon switch and firemode switch. Does not fire for player units inside vehicles (but does fire for vehicles with players in them).
The locality is unknown, but it is known that this EH behaves like currentWeapon, currentWeaponMode and currentMuzzle in terms of locality.

this addEventHandler ["WeaponChanged", { params ["_object", "_oldWeapon", "_newWeapon", "_oldMode", "_newMode", "_oldMuzzle", "_newMuzzle", "_turretIndex"]; }];

  • object: Object - the unit or vehicle the event handler is assigned to
  • oldWeapon: String - the class name of the previous weapon
  • newWeapon: String - the class name of the new weapon (same as currentWeapon)
  • oldMode: String - the previous weapon mode
  • newMode: String - the new weapon mode (same as currentWeaponMode)
  • oldMuzzle: String - the previous weapon muzzle
  • newMuzzle: String - the new weapon muzzle (same as currentMuzzle)
  • turretIndex: Array format Turret Path - the turret path, or nil if object is not a transport vehicle


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.

this addEventHandler ["WeaponDeployed", { params ["_unit", "_isDeployed"]; }];

  • unit: Object - object the event handler is assigned to
  • isDeployed: Boolean - true if deployed


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.

this addEventHandler ["WeaponDisassembled", { params ["_unit", "_primaryBag", "_secondaryBag", "_weapon"]; }];

  • 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
  • Arma 3 logo black.png2.18 weapon: Object - disassembled weapon (just before it is moved out of the world)


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.

this addEventHandler ["WeaponRested", { params ["_unit", "_isRested"]; }];

  • unit: Object - object the event handler is assigned to
  • isRested: Boolean - true if rested


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.

These Event Handlers must be added to the curator object/module, not the player!

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)
this addEventHandler ["CuratorFeedbackMessage", { params ["_curator", "_errorID"]; }];


CuratorGroupDoubleClicked

LALocal
Triggered when a group is double-clicked on in curator interface.

this addEventHandler ["CuratorGroupDoubleClicked", { params ["_curator", "_group"]; }];


CuratorGroupPlaced

LALocal
Triggered when new group is placed in curator interface.

this addEventHandler ["CuratorGroupPlaced", { params ["_curator", "_group"]; }];


CuratorGroupSelectionChanged

LALocal
Triggered when a group is selected in curator interface.

this addEventHandler ["CuratorGroupSelectionChanged", { params ["_curator", "_group"]; }];


CuratorMarkerDeleted

LALocal
Triggered when a marker is deleted in curator interface.

this addEventHandler ["CuratorMarkerDeleted", { params ["_curator", "_marker"]; }];


CuratorMarkerDoubleClicked

LALocal
Triggered when a marker is double-clicked on in curator interface.

this addEventHandler ["CuratorMarkerDoubleClicked", { params ["_curator", "_marker"]; }];


CuratorMarkerEdited

LALocal
Triggered when a marker is moved in curator interface.

this addEventHandler ["CuratorMarkerEdited", { params ["_curator", "_marker"]; }];


CuratorMarkerPlaced

LALocal
Triggered when new marker is placed in curator interface.

this addEventHandler ["CuratorMarkerPlaced", { params ["_curator", "_marker"]; }];


CuratorMarkerSelectionChanged

LALocal
Triggered when a marker is selected in curator interface.

this addEventHandler ["CuratorMarkerSelectionChanged", { params ["_curator", "_marker"]; }];


CuratorObjectDeleted

LALocal
Triggered when an object is deleted in curator interface.

this addEventHandler ["CuratorObjectDeleted", { params ["_curator", "_entity"]; }];


CuratorObjectDoubleClicked

LALocal
Triggered when an object is double-clicked on in curator interface.

this addEventHandler ["CuratorObjectDoubleClicked", { params ["_curator", "_entity"]; }];


CuratorObjectEdited

LALocal
Triggered when an object is moved or rotated in curator interface.

this addEventHandler ["CuratorObjectEdited", { params ["_curator", "_entity"]; }];


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.

this addEventHandler ["CuratorObjectPlaced", { params ["_curator", "_entity"]; }];


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.

this addEventHandler ["CuratorObjectRegistered", { params ["_curator", "_input"]; }];


CuratorObjectSelectionChanged

LALocal
Triggered when an object is selected in curator interface.

this addEventHandler ["CuratorObjectSelectionChanged", { params ["_curator", "_entity"]; }];


CuratorPinged

LALocal
Triggered when a player pings his curator(s) by pressing Zeus key.

this addEventHandler ["CuratorPinged", { params ["_curator", "_player"]; }];


CuratorSelectionPresetLoaded

LALocal
Triggered when a selection preset is loaded using the respective number key or through script.

this addEventHandler ["CuratorSelectionPresetLoaded", { params ["_curator", "_numkey"]; }];


CuratorSelectionPresetSaved

LALocal
Triggered when a selection preset is saved using the respective CTRL + number key or set through script.

this addEventHandler ["CuratorSelectionPresetSaved", { params ["_curator", "_numkey"]; }];


CuratorWaypointDeleted

LALocal
Triggered when a waypoint is deleted in curator interface.

this addEventHandler ["CuratorWaypointDeleted", { params ["_curator", "_waypoint"]; }];


CuratorWaypointDoubleClicked

LALocal
Triggered when a waypoint is double-clicked on in curator interface.

this addEventHandler ["CuratorWaypointDoubleClicked", { params ["_curator", "_waypoint"]; }];


CuratorWaypointEdited

LALocal
Triggered when a waypoint is moved in curator interface.

this addEventHandler ["CuratorWaypointEdited", { params ["_curator", "_waypoint"]; }];


CuratorWaypointPlaced

LALocal
Triggered when new waypoint is placed in curator interface.

this addEventHandler ["CuratorWaypointPlaced", { params ["_curator", "_group", "_waypointID"]; }];


CuratorWaypointSelectionChanged

LALocal
Triggered when a waypoint is selected in curator interface.

this addEventHandler ["CuratorWaypointSelectionChanged", { params ["_curator", "_waypoint"]; }];


Multiplayer Event Handlers

Global object event handler, executed on every connected machine.

Commands:

A Multiplayer Event Handler is not saved in a save file and therefore will not be restored on load - use it accordingly.

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!

this addMPEventHandler ["MPHit", { params ["_unit", "_causedBy", "_damage", "_instigator"]; }];

  • 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
  • Arma 3 logo black.png1.66 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.

this addMPEventHandler ["MPKilled", { params ["_unit", "_killer", "_instigator", "_useEffects"]; }];

  • unit: Object - object the event handler is assigned to
  • killer: Object - object that killed the unit. Contains the unit itself in case of collisions
  • Arma 3 logo black.png1.66 instigator: Object - person who pulled the trigger
  • Arma 3 logo black.png1.68 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.


this addMPEventHandler ["MPRespawn", { params ["_unit", "_corpse"]; }];

  • 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:

Activate

addUserActionEventHandler ["KeyName", "Activate", { params ["_activated"]; }];


Deactivate

addUserActionEventHandler ["KeyName", "Deactivate", { params ["_activated"]; }];


Analog

addUserActionEventHandler ["KeyName", "Analog", { params ["_value"]; }];

  • _value: Number - input device's analog value


Projectile Event Handlers

Commands:

Deleted

_projectile addEventHandler ["Deleted", { params ["_projectile"]; }];


Deflected

_projectile addEventHandler ["Deflected", { params ["_projectile", "_pos", "_velocity", "_hitObject"]; }];


Explode

LALocal

_projectile addEventHandler ["Explode", { params ["_projectile", "_pos", "_velocity"]; }];


HitExplosion

_projectile addEventHandler ["HitExplosion", { params ["_projectile", "_hitEntity", "_projectileOwner", "_hitSelections", "_instigator"]; }];

  • projectile: Object
  • hitEntity: Object
  • projectileOwner: Object
  • hitSelections: Array of Arrays - Same list of FireGeometry components that entity HitPart gets but only contains:
    • position: Array format PositionASL - position of impact
    • vector: Array format 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
    • selection: String - Named selection of the object that was hit, in the FireGeometry LOD.
    • radius: Number - radius (size) of component hit
    • surface: String - surface type struck
  • Arma 3 logo black.png2.18 instigator: Object - shot instigator

HitPart

Triggered when the projectile hits any surface.

_projectile addEventHandler ["HitPart", { params ["_projectile", "_hitEntity", "_projectileOwner", "_pos", "_velocity", "_normal", "_components", "_radius" ,"_surfaceType", "_instigator"]; }];

Only triggers for direct hits and not splash damage, unlike entity HitPart. For splash damage, use HitExplosion.

Init

Triggered whenever a projectile is created. Cannot be used in scripts, only inside class Eventhandlers in config.

init = "params ['_projectile'];";

params ["_projectile"];

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


MineActivated

Arma 3 logo black.png2.14 LALocal LELocal

_projectile addEventHandler ["MineActivated", { params ["_projectile", "_active"]; }];

  • projectile: Object
  • active: Boolean - new active state of the mine


Penetrated

This event fires as many times as the projectile penetrates a surface.

_projectile addEventHandler ["Penetrated", { params ["_projectile", "_hitObject", "_surfaceType", "_entryPoint", "_exitPoint", "_exitVector"]; }];


SubmunitionCreated

This event fires as many times as submunitions are created.

_projectile addEventHandler ["SubmunitionCreated", { params ["_projectile", "_submunitionProjectile", "_pos", "_velocity"]; }];



Group Event Handlers

Commands:

CombatModeChanged

Triggers when the group's behaviour changes (see behaviour, setBehaviour)

_group addEventHandler ["CombatModeChanged", { params ["_group", "_newMode"]; }];

CommandChanged

_group addEventHandler ["CommandChanged", { params ["_group", "_newCommand"]; }];

  • group: Group
  • newCommand: String, can be one of:
    "NO CMD" NoCommand
    "WAIT" Wait
    "ATTACK" Attack
    "Suppress" Suppress
    "HIDE" Hide
    "MOVE" Move
    "HOOK CARGO" HookCargo
    "UNHOOK CARGO" UnhookCargo
    "VIV GETIN" ViVGetIn
    "VIV GETOUT" ViVGetOut
    "VIV UNLOAD" ViVUnload
    "HEAL" Heal
    "REPAIR" Repair
    "REFUEL" Refuel
    "REARM" Rearm
    "SUPPORT" Support
    "JOIN" Join
    "GET IN" GetIn
    "FIRE" Fire
    "GET OUT" GetOut
    "STOP" Stop
    "EXPECT" Expect
    "ACTION" Action
    "SCRIPTED" Scripted
    "DISMISS" Dismiss
    "HEAL SOLDIER" HealSoldier
    "PATCH SOLDIER" PatchSoldier
    "FIRST AID" FirstAid
    "HEAL SELF" HealSoldierSelf
    "ATTACK AND FIRE" AttackAndFire
    "CARRY SOLDIER" CarrySoldier
    "DROP CARRIED" DropCarried
    "TAKE BAG" TakeBag
    "ASSEMBLE" Assemble
    "DISASSEMBLE" DisAssemble
    "DROP BAG" DropBag
    "OPEN BAG" OpenBag
    "IRLASER ON" IRLaserOn
    "IRLASER OFF" IRLaserOff
    "GUN LIGHT ON" GunLightOn
    "GUN LIGHT OFF" GunLightOff
    "FIRE AT POSITION" FireAtPosition
    "REPAIR VEHICLE" RepairVehicle
    "OPEN PARA" OpenParachute
    "KEEP DEPTH LEADER" KeepDepthLeader
    "KEEP DEPTH UND SURF" KeepDepthUnderSurface
    "KEEP DEPTH ABV SURF" KeepDepthAboveSurface
    "KEEP DEPTH BOTTOM" KeepDepthBottom
    "PUT IN" PutIn
    "UNLOAD FROM" UnloadFrom
    "USE CONTAINER MAGAZINE" UseContainerMagazine
    "ACTIVATE MINE" ActivateMine
    "DISABLE MINE" DisableMine
    ↑ Back to spoiler's top

Deleted

_group addEventHandler ["Deleted", { params ["_group"]; }];

Empty

_group addEventHandler ["Empty", { params ["_group"]; }];

EnableAttackChanged

_group addEventHandler ["EnableAttackChanged", { params ["_group", "_attackEnabled"]; }];

EnemyDetected

_group addEventHandler ["EnemyDetected", { params ["_group", "_newTarget"]; }];

Fleeing

_group addEventHandler ["Fleeing", { params ["_group", "_fleeingNow"]; }];

FormationChanged

_group addEventHandler ["FormationChanged", { params ["_group", "_newFormation"]; }];

GroupIdChanged

_group addEventHandler ["GroupIdChanged", { params ["_group", "_newGroupId"]; }];

KnowsAboutChanged

_group addEventHandler ["KnowsAboutChanged", { params ["_group", "_targetUnit", "_newKnowsAbout", "_oldKnowsAbout"]; }];

LeaderChanged

_group addEventHandler ["LeaderChanged", { params ["_group", "_newLeader"]; }];

Local

_group addEventHandler ["Local", { params ["_group", "_isLocal"]; }];

SpeedModeChanged

_group addEventHandler ["SpeedModeChanged", { params ["_group", "_newSpeedMode"]; }];

UnitJoined

_group addEventHandler ["UnitJoined", { params ["_group", "_newUnit"]; }];

UnitKilled

LALocal
Triggered when a unit in the group is killed.

_group addEventHandler ["UnitKilled", { params ["_group", "_unit", "_killer", "_instigator", "_useEffects"]; }];

  • group: Group - the group the event handler is assigned to
  • unit: Object - the unit that was killed
  • killer: Object - The object that killed the unit. Contains the unit itself in case of collisions.
  • instigator: Object - the person who pulled the trigger
  • useEffects: Boolean - same as useEffects in setDamage alt syntax

UnitLeft

_group addEventHandler ["UnitLeft", { params ["_group", "_oldUnit"]; }];

VehicleAdded

_group addEventHandler ["VehicleAdded", { params ["_group", "_newVehicle"]; }];

VehicleRemoved

_group addEventHandler ["VehicleRemoved", { params ["_group", "_oldVehicle"]; }];

WaypointComplete

_group addEventHandler ["WaypointComplete", { params ["_group", "_waypointIndex"]; }];


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:

Only one event of each kind can exist, adding another will overwrite the existing one.

Commands:


UI Event Handlers (Displays and Controls)

Commands:


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.

addMusicEventHandler ["MusicStart", { params ["_musicClassname", "_eventHandlerId", "_currentPosition", "_toralLength"]; }];


MusicStop

Triggers when CfgMusic sound finished playing, after being executed with playMusic command.
Arma 3 logo black.png2.14 playMusic "" triggers this event if a music is currently playing.

addMusicEventHandler ["MusicStop", { params ["_musicClassname", "_eventHandlerId", "_currentPosition", "_toralLength"]; }];


Eden Editor

Commands:


Public Variable Broadcast Event

Commands:

Triggers when missionNamespace variable EH is associated with is sent over network via publicVariable, publicVariableServer or publicVariableClient commands.

Unlike with other types of EHs, there is no way of removing added public variable event handler


Weapon Muzzle Config Events

There are three event handlers that can 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 TAG_Rifle : RifleCore
	{
		class EventHandlers
		{
			fired		= "systemChat format ['fired weapon EH output: %1 [time: %2]', _this, time]";
			reload		= "systemChat format ['reload weapon EH output: %1 [time: %2]', _this, time]";
			reloaded	= "systemChat format ['reloaded weapon EH output: %1 [time: %2]', _this, time]";
		};
	};
};


Ammo Config Events

There are three event handlers that can be set on ammo in config:

  • "init" - when the ammo is created, by any mean (fired, created, etc). Params: [shot]
  • "fired" - when the ammo is fired (legacy). Params: same as in entity EH "Fired".
  • "ammoHit" - when the ammo hits anything (can trigger multiple times). Params: [shot, shooter, hitobj, pos, velocity, hitComponents, [hit, indirecthit, indirecthitrange, explosive, name], normal, explode, instigator (since Arma 3 v2.18)]
class CfgAmmo
{
	class BulletCore;
	class TAG_Bullet : BulletCore
	{
		class EventHandlers
		{
			init	= "systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]";
			fired	= "systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]";
			ammoHit	= "systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]";
		};
	};
};


BI Scripted Events

Commands:


Jump to the top of the page