Event Handlers – Operation Flashpoint
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An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.<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. | See also [[Event Scripts]] for special event triggered scripts. | ||
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{{ | {{ConfigPage|abc}} | ||
{{ArgTitle|AnimChanged | {{ArgTitle|4|AnimChanged|{{GVI|ofp|1.99}}}} | ||
Triggered every time a new animation is started. | Triggered every time a new animation is started. | ||
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* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
* anim: [[String]] - Name of the anim that started<br | * anim: [[String]] - Name of the anim that started<br> | ||
==== Dammaged ==== | ==== Dammaged ==== | ||
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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: | 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: | ||
<sqs>_vehicle addEventHandler ["engine", { [_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs" }]</sqs> | |||
Passed array: '''[unit, engineState]''' | Passed array: '''[unit, engineState]''' | ||
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* killer: [[Object]] - Object that killed the unit | * killer: [[Object]] - Object that killed the unit | ||
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{{GameCategory|ofp|Editing}} | |||
[[Category: Event Handlers]] | [[Category: Event Handlers]] | ||
{{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]
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:
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]