Event Handlers – Operation Flashpoint

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=== Dammaged ===  
{{TOC|side}}
Triggered when the unit is damaged. Global. <br>
 
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.
 
{{ConfigPage|start}}
{{ConfigPage|abc}}
 
{{ArgTitle|4|AnimChanged|{{GVI|ofp|1.99}}}}
Triggered every time a new animation is started.
 
Global.
 
Passed array: '''[unit, anim]'''
 
* unit: [[Object]] - Object the event handler is assigned to
* anim: [[String]] - Name of the anim that started<br>
 
==== Dammaged ====
Triggered when the unit is damaged.
 
Global.
 
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)


Passed array: [unit, selectionName, damage] <br>
'''Note:''' Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).
* unit: [[Object]] - object the event handler is assigned to  <br>
 
* selectionName: [[String]] - name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body) <br>
Passed array: '''[unit, selectionName, damage]'''
* damage: [[Number]] - caused level of damage


 
* unit: [[Object]] - Object the event handler is assigned to
=== Engine ===
* selectionName: [[String]] - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body)
Triggered when the engine of the unit is turned on/off. Global. <br>
* damage: [[Number]] - Resulting level of damage
Has a bug in MP: on clients where the vehicle is not local, engineState is always false, so you should use...<code>'''_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]'''</code> instead.


Passed array: [unit, engineState] <br>
==== Engine ====
* unit: [[Object]] - object the event handler is assigned to <br>
Triggered when the engine of the unit is turned on/off.
* engineState: [[Boolean]] - true when the engine is turned off, false when turned off


 
Global.
===Fired===
Triggered when the unit fires a weapon. Global.  


Passed array: [unit, weapon, muzzle, mode, ammo] <br>
There is a bug in MP: On clients where the vehicle is not local, ''engineState'' is always false, so you should use the following instead:
* unit: [[Object]] - object the event handler is assigned to <br>
<sqs>_vehicle addEventHandler ["engine", { [_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs" }]</sqs>
* weapon: [[String]] - fired weapon <br>
* muzzle: [[String]] - muzzle of which was fired <br>
* mode: [[String]] - current mode of the fired weapon<br>  
* ammo: [[String]] - fired ammo


 
Passed array: '''[unit, engineState]'''
===Fuel===
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle). Global.


Passed array: [unit, fuelState] <br>
* unit: [[Object]] - Object the event handler is assigned to
* unit: [[Object]] - object the event handler is assigned to <br>
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off
 
 
==== Fired ====
Triggered when the unit fires a weapon.
 
Global.
 
Passed array: '''[unit, weapon, muzzle, mode, ammo]'''
 
* unit: [[Object]] - Object the event handler is assigned to
* weapon: [[String]] - Fired weapon
* muzzle: [[String]] - Muzzle which was used
* mode: [[String]] - Current mode of the fired weapon
* ammo: [[String]] - Ammo used
 
 
==== Fuel ====
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle).
 
Global.
 
Passed array: '''[unit, fuelState]'''
 
* unit: [[Object]] - Object the event handler is assigned to
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full


 
===Gear===
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is substitute of the class "Plane"). Global.


Passed array: [unit, gearState] <br>
==== Gear ====
* unit: [[Object]] - object the event handler is assigned to <br>
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").
* gearState: [[Boolean]] - true when the gear is lowered, false when retracted
 
Global.
 
Passed array: '''[unit, gearState]'''
 
* unit: [[Object]] - Object the event handler is assigned to
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted
 
 
==== GetIn ====
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).
 
Global.
 
Passed array: '''[unit, position, enterer]'''
 
* unit: [[Object]] - Object the event handler is assigned to
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo"
* enterer: [[Object]] - Object that got into the vehicle
 
 
==== GetOut ====
Triggered when a unit gets out from the object, works the same way as GetIn.
 
Global.
 
'''Note:''' The GetIn/GetOut event handlers do not fire when changing positions within a vehicle.
 
==== Hit ====
Triggered when the unit is hit/damaged.
 
Local.
 
Passed array: '''[unit, causedBy, damage]'''
 
* unit: [[Object]] - Object the event handler is assigned to
* causedBy: [[Object]] - Object that caused the damage, contains the unit itself in case of collisions.
* damage: [[Number]] - Level of damage caused by the hit
 
 
==== Init ====
Triggered on mission start.
 
Global.
 
Passed array: '''[unit]'''
 
* unit: [[Object]] - Object the event handler is assigned to
 
 
'''Note:''' For crew and passenger units starting inside a vehicle this EH won't be executed. It will once they disembark
 
'''MP Note:''' When calling functions, the commands [[player]] and [[group]] as well as remote objects are not initialised.
 
==== IncomingMissile ====
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.


 
Global.
===GetIn===
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle). Global.  


Passed array: [unit, position, enterer] <br>
Passed array: '''[unit, ammo, whoFired]'''
* unit: [[Object]] - object the event handler is assigned to <br>
* position: [[String]] - can be either "driver", "gunner", "commander" or "cargo" <br>
* enterer: [[Object]] - object that got into the vehicle


 
* unit: [[Object]] - Object the event handler is assigned to
===GetOut===
* ammo: [[String]] - Ammo type that was fired on the unit
Triggered when a unit gets out from the object, works the same way as GetIn. Global.
* whoFired: [[Object]] - Object that fired the weapon


 
===Hit===
Triggered when the unit is hit/damaged. Local.


Passed array: [unit, causedBy, damage] <br>
==== Killed ====
* unit: [[Object]] - object the event handler is assigned to <br>
Triggered when the unit is killed.
* 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


 
Local.
===Init===
Triggered on mission start. Global.  


Passed array: [unit] <br>
Passed array: '''[unit, killer]'''
* unit: [[Object]] - object the event handler is assigned to


 
* unit: [[Object]] - Object the event handler is assigned to
===IncomingMissile===
* killer: [[Object]] - Object that killed the unit
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit. Global.


Passed array: [unit, ammo, whoFired] <br>
{{ConfigPage|end}}
* unit: [[Object]] - object the event handler is assigned to <br>
* ammo: [[String]] - ammo type that was fired on the unit <br>
* whoFired: [[Object]] - object that fired the weapon


===Killed===
Triggered when the unit is killed. Local.


Passed array: [unit, killer] <br>
{{GameCategory|ofp|Editing}}
* unit: [[Object]] - object the event handler is assigned to <br>
[[Category: Event Handlers]]
* killer: [[Object]] - object that killed the unit
{{GameCategory|ofp|Reference Lists}}

Latest revision as of 14:47, 10 March 2023

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.

AnimChanged

Triggered every time a new animation is started.

Global.

Passed array: [unit, anim]

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

Dammaged

Triggered when the unit is damaged.

Global.

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

Note: Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).

Passed array: [unit, selectionName, damage]

  • unit: Object - Object the event handler is assigned to
  • selectionName: String - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body)
  • damage: Number - Resulting level of damage

Engine

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

Global.

There is a bug in MP: On clients where the vehicle is not local, engineState is always false, so you should use the following instead:

_vehicle addEventHandler ["engine", { [_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs" }]

Passed array: [unit, engineState]

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


Fired

Triggered when the unit fires a weapon.

Global.

Passed array: [unit, weapon, muzzle, mode, ammo]

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


Fuel

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

Global.

Passed array: [unit, fuelState]

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


Gear

Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").

Global.

Passed array: [unit, gearState]

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


GetIn

Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).

Global.

Passed array: [unit, position, enterer]

  • unit: Object - Object the event handler is assigned to
  • position: String - Can be either "driver", "gunner", "commander" or "cargo"
  • enterer: Object - Object that got into the vehicle


GetOut

Triggered when a unit gets out from the object, works the same way as GetIn.

Global.

Note: The GetIn/GetOut event handlers do not fire when changing positions within a vehicle.

Hit

Triggered when the unit is hit/damaged.

Local.

Passed array: [unit, causedBy, damage]

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


Init

Triggered on mission start.

Global.

Passed array: [unit]

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


Note: For crew and passenger units starting inside a vehicle this EH won't be executed. It will once they disembark

MP Note: When calling functions, the commands player and group as well as remote objects are not initialised.

IncomingMissile

Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.

Global.

Passed array: [unit, ammo, whoFired]

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


Killed

Triggered when the unit is killed.

Local.

Passed array: [unit, killer]

  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit