Event Handlers – Arma 3

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(hitpart return is array of subarrays)
(see also)
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'''Notes'''  
'''Notes'''  
* The hit values from the ammo array 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.
* The hit values from the ammo array 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.
* 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. The structure of each sub-array is listed on the right ->
* 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 on the right ->





Revision as of 13:29, 6 January 2017


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.

addEventHandler

Object event handler, always executed on the computer where it was added.

Commands:

Example:

mySoldier addEventHandler ["Killed",{hint format ["%1 was killed by %2",name (_this select 0),name (_this select 1)];}]

Default

Class Description Arguments MP-Effects Since

AnimChanged

Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that is started

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AnimDone

Triggered every time an animation is finished. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that has been finished

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AnimStateChanged

Triggered every time an animation state changes. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

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

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ContainerClosed

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.

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

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ContainerOpened

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..

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

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ControlsShifted

Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is local and EH was added.

Notes:

  • 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 the server PC, but subsequent co-pilot "Release Controls" action will trigger it on co-pilot's PC.
  • vehicle: Object - Vehicle which controls were shifted.
  • newController: Object - Unit who controls vehicle after this event.
  • oldController: Object - Unit who controled vehicle before this event.

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Dammaged

Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

Notes:

  • If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.
  • The Dammaged EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.
  • unit: Object - Object the event handler is assigned to
  • selectionName: String - Name of the selection where the unit was damaged
  • damage: Number - Resulting level of damage

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Engine

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

  • vehicle: Object - Vehicle the event handler is assigned to
  • engineState: Boolean - True when the engine is turned on, false when turned off

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EpeContact

Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

  • 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.

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Arma 3 logo black.png1.00

EpeContactEnd

Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

  • 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.

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EpeContactStart

Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

  • 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.

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Explosion

Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated.

  • vehicle: Object - Object the event handler is assigned to
  • damage: Number - Damage inflicted to the object

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Fired

Triggered when the unit fires a weapon.
This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle. When "Manual Fire" is used, the gunner is objNull if gunner is not present or the gunner is not the one who fires. To check if "Manual Fire" is on, use isManualFire. The actual shot instigator could be retrieved with getShotParents command.

  • unit: Object - Object the event handler is assigned to
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used
  • magazine: String - magazine name which was used

(Since Arma 2 OA)

  • projectile: Object - Object of the projectile that was shot out

(Since Arma 3 v 1.65)

  • gunner: Object - gunner whose weapons are firing.

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FiredMan

Triggered when the unit fires a weapon. This EH must be attached to a soldier and unlike with "Fired" EH, it will fire regardless of whether the soldier is on foot or firing vehicle weapon. For remoteControled unit use "Fired" EH instead.

  • unit: Object - Unit the event handler is assigned to (the instigator)
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used
  • magazine: String - magazine name which was used
  • projectile: Object - Object of the projectile that was shot out
  • vehicle: Object - Vehicle, if weapon is vehicle weapon, otherwise objNull

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Arma 3 logo black.png1.65

FiredNear

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.

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

(Since Arma 3 v 1.65)

  • gunner: Object - gunner, whose weapons are fired

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Fuel

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

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

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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").

  • vehicle: Object - Vehicle the event handler is assigned to
  • gearState: Boolean - True when the gear is lowered, false when retracted

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GetIn

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.

In vehicles with multi-turret setup, entering any turret will show "gunner" for position.

  • vehicle: Object - Vehicle the event handler is assigned to
  • position: String - Can be either "driver", "gunner" or "cargo"
  • unit: Object - Unit that entered the vehicle

(Since Arma 3 v1.36)

  • turret: Array - turret path

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GetInMan

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.

  • unit: Object - Unit the event handler is assigned to
  • position: String - Can be either "driver", "gunner" or "cargo"
  • vehicle: Object - Vehicle the unit entered
  • turret: Array - turret path

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GetOut

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.

  • vehicle: Object - Vehicle the event handler is assigned to
  • position: String - Can be either "driver", "gunner" or "cargo"
  • unit: Object - Unit that left the vehicle
  • turret: Array - turret path (since Arma 3 v1.36)

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GetOutMan

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.

  • unit: Object - unit the event handler is assigned to
  • position: String - Can be either "driver", "gunner" or "cargo"
  • vehicle: Object - Vehicle that the unit left
  • turret: Array - turret path

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HandleDamage

Triggers when the unit is damaged and fires for each damaged selection separately. Works with all vehicles. This EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently local will fire.

If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing. Return value of 0 will make the unit invulnerable if damage is not scripted in other ways (i.e using setDamage and/or setHit for additional damage handling). If no value is returned, the default damage processing will be done. This allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered.

Notes:

  • Multiple "HandleDamage" event handlers can be added to the same unit. If multiple EHs return damage value for custom damage handling, only last returned value will be considered by the engine. EHs that do not return value can be safely added after EHs that do return value.
  • You can save the last event as timestamp (diag_tickTime) onto the unit, as well as the current health of the unit/its selections, with setVariable and query it on each "HandleDamage" event with getVariable to define a system how to handle the "HandleDamage" event.
  • "HandleDamage" will continue to trigger even if the unit is already dead.
  • "HandleDamage" is persistent. If you add it to the player object, it will continue to exist after player respawned.
  • "HandleDamage" can trigger "twice" per damage event. Once for direct damage, once for indirect damage (explosive damage). This can happen even in the same frame, but is unlikely.

Additional Celery's explanation.

  • unit: Object - Object the event handler is assigned to.
  • selectionName: String - Name of the selection where the unit was damaged. "" for over-all structural damage, "?" for unknown selections.
  • damage: Number - Resulting level of damage for the selection.
  • source: Object - The source unit that caused the damage.
  • projectile: String - Classname of the projectile that caused inflicted the damage. ("" for unknown, such as falling damage.)

(Since Arma 3 v1.49)

  • hitPartIndex: Number - Hit part index of the hit point, -1 otherwise.

(Since Arma 3 v1.65)

  • instigator: Object - Person who pulled the trigger

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HandleHeal

Triggered when unit starts to heal (player using heal action or AI heals after being ordered). Triggers only on PC where EH is added and unit is local. If code returns false, engine side healing follows. Return true if you handle healing in script, use AISFinishHeal to tell engine that script side healing is done. See also lifeState and setUnconscious commands.

NOTE: This Event Handler is broken but somewhat usable. When attached to a unit it will fire when medic action is started (not finished!) on the unit. _this select 0 will be the unit itself, _this select 1 will be the healer. The 3rd param will always be false and neither returning true nor using AISFinishHeal will have any effect on engine's default healing behaviour. If unit walks away from the healer during healing action, the heal will not finish but there is no way of detecting this within "handleheal" framework.

This code will fix unit to 100% health after self-use of medpack:0 = this addEventHandler ["HandleHeal", { _this spawn { _injured = _this select 0; _healer = _this select 1; _damage = damage _injured; if (_injured == _healer) then { waitUntil {damage _injured != _damage}; if (damage _injured < _damage) then { _injured setDamage 0; }; }; }; }];

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HandleRating

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.

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

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Arma 3 logo black.png1.32


HandleScore

Triggered when engine adds score to overall score of the unit, usually after a kill. If the EH code returns true or Nothing, the default engine score is applied, if it returns false, the engine score doesn't get added. For remote units like players, the event does not persist after respawn, and must be re-added to the new unit.

NOTE: MP only, server only.

  • unit: Object - Object the event handler is assigned to
  • object: Object - object for which score was awarded
  • score: Number - score to be added

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Hit

Triggered when the unit is hit/damaged.

Is not always triggered when unit is killed by a hit.
Most of the time only the killed event handler is triggered when a unit dies from a hit.
The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.
Does not fire when a unit is set to allowDamage false.

  • unit: Object - Object the event handler is assigned to
  • causedBy: Object - Object that caused the damage.
    Contains the unit itself in case of collisions.
  • damage: Number - Level of damage caused by the hit

(Since Arma 3 v1.65)

  • instigator: Object - Person who pulled the trigger

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HitPart

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 respectful 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 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.

Notes

  • The hit values from the ammo array 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.
  • 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 on the right ->


  • target: Object - Object that got injured/damaged.
  • shooter: Object - Unit or vehicle that inflicted the damage. If injured by a vehicle impact or a fall 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.
  • bullet: Object - Object that was fired.
  • position: Position3D - Position the bullet impacted (ASL).
  • velocity: Vector3D - 3D speed at which bullet impacted.
  • selection: Array - Array of Strings with named selection of the object that were hit.
  • ammo: Array - Ammo info: [hit value, indirect hit value, indirect hit range, explosive damage, ammo class name] OR, 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.

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Init

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

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

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HandleIdentity

Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment. If EH scope returns true, the default engine identity application is overridden.

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

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IncomingMissile

Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired.

  • target: Object - Object the event handler is assigned to
  • ammo: String - Ammo type that was fired on the target

(Since Arma 3 v1.42)

  • vehicle: Object - Vehicle that fired the weapon. In case of soldier, unit is returned

(Since Arma 3 v1.65)

  • instigator: Object - Person who pulled the trigger

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InventoryClosed

Triggered when unit closes inventory.

//Delete dropped items when inventory closed player addEventHandler ["InventoryClosed", { deleteVehicle (_this select 1); }];

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

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InventoryOpened

Triggered when unit opens inventory. 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 setPos (player modelToWorld [0,1.5,0.5]); player action ["Gear", _box]; true //<-- inventory override }]; To return all nearby containers use nearSupplies command.

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

(Since Arma 3 v1.65.139079)

  • secondaryContainer: Object - second connected container or weaponholder or objNull

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Killed

Triggered when the unit is killed.

Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the effectiveCommander, but not always.

  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit. Contains the unit itself in case of collisions

(Since Arma 3 v1.65)

  • instigator: Object - Person who pulled the trigger

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LandedTouchDown

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

  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else)

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LandedStopped

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

  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else)

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Local

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.

  • object: Object - The object that changed locality.
  • local: Boolean - If the object is local on given computer.

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PostReset

Triggers after PP effects have been reset by the engine


Put

Triggers when a unit puts an item in a container.

  • unit: Object - Unit to which the event handler is assigned
  • container: Object - The container into which the item was placed (vehicle, box, etc.)
  • item: String - The class name of the moved item

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Reloaded

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

  • entity: 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

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Respawn

Triggered when a unit respawns.

  • unit: Object - Object the event handler is assigned to
  • corpse: Object - Object the event handler was assigned to, aka the corpse/unit player was previously controlling

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RopeAttach

Triggered when a rope is attached to an object.
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope.

  • object 1: Object - Object to which the event handler is assigned.
  • rope: Object - The rope being attached between object 1 and object 2.
  • object 2: Object - The object that is being attached to object 1 via rope.

Arma 3 logo black.png1.34

RopeBreak

Triggered when a rope is detached from an object.
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope.

  • object 1: Object - Object to which the event handler is assigned.
  • rope: Object - The rope being detached between object 1 and object 2.
  • object 2: Object - The object that is being detached from object 1 via rope.

Arma 3 logo black.png1.34

SeatSwitched

Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a vehicle.

  • vehicle: Object - Vehicle to which the event handler is assigned.
  • unit1: Object - Unit switching seat.
  • unit2: Object - Unit switching seat.

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Arma 3 logo black.png1.49

SeatSwitchedMan

Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a unit and not a vehicle. This EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local.

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

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SoundPlayed

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
  • unit: Object - Unit to which the event handler is assigned
  • sound code: Number - sound origin

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Take

Triggers when a unit takes an item from a container.

  • unit: Object - Unit to which the event handler is assigned
  • container: Object - The container from which the item was taken (vehicle, box, etc.)
  • item: String - The class name of the taken item

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TaskSetAsCurrent

Triggers when player's current task changes

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

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TurnIn

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

  • vehicle: Object - The vehicle the event handler is assigned to
  • unit: Object - The unit performing the Turn In action
  • turret: Array - Turret path

Arma 3 logo black.png1.66


TurnOut

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

  • vehicle: Object - The vehicle the event handler is assigned to
  • unit: Object - The unit performing the Turn Out action
  • turret: Array - Turret path

Arma 3 logo black.png1.66


WeaponAssembled

Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon.

  • unit: Object - Object the event handler is assigned to
  • weapon: Object - Object of the assembled weapon

Template:EffArgTemplate:EffArg

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WeaponDisassembled

Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.

NOTE: As of Arma 3 v1.32, this event does not fire if the weapon is not local. See http://feedback.arma3.com/view.php?id=21308

  • unit: Object - Object the event handler is assigned to
  • primaryBag: Object - First backpack object which was weapon disassembled into
  • secondarybag: Object - Second backpack object which was weapon disassembled into

Template:EffArgTemplate:EffArg

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WeaponDeployed

Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time.

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

Template:EffArgTemplate:EffArg

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WeaponRested

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.

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

Template:EffArgTemplate:EffArg

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Curator

Curator Event Handlers are also added with addEventHandler command and are supposed to be added to curator object (not player object) where curator object is local and will be executed only where curator is local (on computer of player who's in control of it).

Class Description Arguments MP-Effects Since

CuratorFeedbackMessage

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
  • 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's 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 handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorGroupDoubleClicked

Triggered when a group is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorGroupPlaced

Triggered when new group is placed in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorGroupSelectionChanged

Triggered when a group is selected in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorMarkerDeleted

Triggered when a marker is deleted in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorMarkerDoubleClicked

Triggered when a marker is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorMarkerEdited

Triggered when a marker is moved in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorMarkerPlaced

Triggered when new marker is placed in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorMarkerSelectionChanged

Triggered when a marker is selected in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorObjectDeleted

Triggered when an object is deleted in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorObjectDoubleClicked

Triggered when an object is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

Arma 3 logo black.png1.16

CuratorObjectEdited

Triggered when an object is moved or rotated in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

Arma 3 logo black.png1.16

CuratorObjectPlaced

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 handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

Arma 3 logo black.png1.16

CuratorObjectRegistered

Triggered when player enters curator interface. Assign curator cost to every object in the game. This is the primary method that a mission designer can use to limit the objects a curator can place.

Full article - Curator

This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorObjectSelectionChanged

Triggered when an object is selected in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorPinged

Triggered when a player pings his curator(s) by pressing Zeus key. To add player to specific curator, use addCuratorEditableObjects command.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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CuratorWaypointDeleted

Triggered when a waypoint is deleted in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

Arma 3 logo black.png1.16

CuratorWaypointDoubleClicked

Triggered when a waypoint is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

Arma 3 logo black.png1.16

CuratorWaypointEdited

Triggered when a waypoint is moved in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

Arma 3 logo black.png1.16

CuratorWaypointPlaced

Triggered when new waypoint is placed in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

Arma 3 logo black.png1.16

CuratorWaypointSelectionChanged

Triggered when a waypoint is selected in curator interface.
This handler is supposed to be added to curator module, not player.

Template:EffArgTemplate:EffArg

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Eden Editor

Full article - Event Handlers: Eden Editor

addMPEventHandler

Global object event handler, executed on every connected machine.

Commands:

Example:

mySoldier addMPEventHandler ["MPKilled",{hint format ["%1 was killed by %2",name (_this select 0),name (_this select 1)];}]


Class Description Arguments MP-Effects Since

MPHit

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 addEventHandler ["HandleDamage",{0}]; Will not trigger when unit is dead.

This EH must be used in conjunction with the addMPEventHandler command.

Note: Call a function from the MPHit 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!

  • 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

(Since Arma 3 v1.65)

  • instigator: Object - Person who pulled the trigger

Template:EffArgTemplate:EffArg

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MPKilled

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 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.

This EH must be used in conjunction with the addMPEventHandler command.

  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit
    Contains the unit itself in case of collisions

(Since Arma 3 v1.65)

  • instigator: Object - Person who pulled the trigger

Template:EffArgTemplate:EffArg

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MPRespawn

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. This EH must be used in conjunction with the addMPEventHandler command.

MPRespawn EH expects the EH code to return array in format of Position, which will be used to place respawned unit at desired coordinates. For example: player addMPEventHandler ["MPRespawn", {[1234,1234,0]}]; will place player at [1234,1234,0] immediately on respawn.

  • unit: Object - Object the event handler is assigned to
  • corpse: Object - Object the event handler was assigned to, aka the corpse/unit player was previously controlling.

Template:EffArgTemplate:EffArg

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Mission Event Handlers

Mission event handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over. There are following mission EHs available in Arma 3:

For detailed description see Mission Event Handlers page.

In Game UI Event Handlers

In Game UI Event Handlers trigger when user scrolls or activates in game action menu. There are following mission EHs available in Arma 3:

For detailed description see In Game UI Event Handlers page.

addMusicEventHandler

Music event handler, always executed on the computer where it was added.

Commands:

Example:

addMusicEventHandler ["MusicStop",{playMusic (_this select 0);}]


Class Description Arguments Since

MusicStart

Triggers when CfgMusic sound starts playing, after being executed with playMusic command.

This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler.

Arma 3 logo black.png0.50

MusicStop

Triggers when CfgMusic sound finished playing, after being executed with playMusic command. Note that EH will not be triggered if you force stop the music with playMusic "".

This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler.

Arma 3 logo black.png0.50

add3DENEventHandler

Full article - Arma 3: Event Handlers: Eden Editor

ctrlAddEventHandler

Full article - User Interface Event Handlers


displayAddEventHandler

Full article - User Interface Event Handlers