Event Handlers – Arma 3
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* 10. {{Link|#Eden Editor|Eden Editor}} | * 10. {{Link|#Eden Editor|Eden Editor}} | ||
* 11. {{Link|#Public Variable Broadcast Event}} | * 11. {{Link|#Public Variable Broadcast Event}} | ||
* 12. {{Link|#Weapon Config | * 12. {{Link|#Weapon Muzzle Config Events}} | ||
* 13. {{Link|#BI Scripted Events}} | * 13. {{Link|#Ammo Config Events}} | ||
* 14. {{Link|#BI Scripted Events}} | |||
}} | }} | ||
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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 has been started | * anim: [[String]] - name of the anim that has been started | ||
{{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> | |||
* 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) | |||
{{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> | |||
* 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]] | |||
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* entity: [[Object]] - object the event handler is assigned to | * 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]] | |||
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<sqf> | <sqf> | ||
this addEventHandler ["Disassembled", { | this addEventHandler ["Disassembled", { | ||
params ["_entity", "_primaryBag", "_secondaryBag"]; | params ["_entity", "_primaryBag", "_secondaryBag", "_unit"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* entity: [[Object]] - | * 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 | * primaryBag: [[Object]] - first backpack object which was entity disassembled into | ||
* secondaryBag: [[Object]] - second 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 | |||
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<sqf> | <sqf> | ||
this addEventHandler ["Explosion", { | this addEventHandler ["Explosion", { | ||
params ["_vehicle", "_damage", " | params ["_vehicle", "_damage", "_explosionSource"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
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* vehicle: [[Object]] - object the event handler is assigned to | * vehicle: [[Object]] - object the event handler is assigned to | ||
* damage: [[Number]] - damage inflicted to the object | * damage: [[Number]] - damage inflicted to the object | ||
* {{GVI|arma3|2.10|size= 0.75}} | * {{GVI|arma3|2.10|size= 0.75}} _explosionSource: [[Object]] - the exploding object (NOT the shooter) - 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 {{Link|#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 does not produce an explosion yet its {{Link|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 {{Link|#HitPart}} event fires, get some {{Link|#HandleDamage}} events if target is local, and get this Explosion event.}} | |||
==== Fired ==== | ==== Fired ==== | ||
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<sqf> | <sqf> | ||
this addEventHandler ["GetOut", { | this addEventHandler ["GetOut", { | ||
params ["_vehicle", "_role", "_unit", "_turret"]; | params ["_vehicle", "_role", "_unit", "_turret", "_isEject"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
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* unit: [[Object]] - unit that left the vehicle | * unit: [[Object]] - unit that left the vehicle | ||
* {{GVI|arma3|1.36}} turret: [[Array]] - turret path | * {{GVI|arma3|1.36}} turret: [[Array]] - turret path | ||
* {{GVI|arma3|2.14}} isEject: [[Boolean]] - [[true]] if unit used 'Eject' action | |||
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<sqf> | <sqf> | ||
this addEventHandler ["GetOutMan", { | this addEventHandler ["GetOutMan", { | ||
params ["_unit", "_role", "_vehicle", "_turret"]; | params ["_unit", "_role", "_vehicle", "_turret", "_isEject"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
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* vehicle: [[Object]] - vehicle that the unit left | * vehicle: [[Object]] - vehicle that the unit left | ||
* turret: [[Array]] - turret path | * turret: [[Array]] - turret path | ||
* {{GVI|arma3|2.14}} isEject: [[Boolean]] - [[true]] if unit used 'Eject' action | |||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggers when the unit is damaged and fires for each damaged selection separately | 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 [[Multiplayer Scripting#Locality|local]] to the PC this event handler was added on. | 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. | ||
For example, you can add this event handler to one particular vehicle on every PC. | 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 [[Multiplayer Scripting#Locality|local]] will fire. | When this vehicle gets hit, only EH on PC where the vehicle is currently [[Multiplayer Scripting#Locality|local]] will fire. | ||
If code | |||
If the provided code returns a numeric value, this value will overwrite the default damage of given selection after processing. | |||
If no value is returned, the default damage processing will be done | 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. | Only the return value of the last added "HandleDamage" EH is considered. | ||
{{Feature|important| | |||
A 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). | |||
The return value is the hit zone's '''absolute damage value''', '''not''' the damage to be ''added'' to it. | |||
}} | |||
'''Notes:''' | '''Notes:''' | ||
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* "HandleDamage" is persistent. If you add it to the [[player]] object, it will continue to exist after player respawned. | * "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. | * "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 {{Link|https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/|Celery's explanation (Updated by ShadowRanger for {{arma3}})}}. | Additional {{Link|https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/|Celery's explanation (Updated by ShadowRanger for {{arma3}})}}. | ||
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<sqf> | <sqf> | ||
this addEventHandler ["HandleDamage", { | this addEventHandler ["HandleDamage", { | ||
params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit"]; | params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint", "_directHit", "_context"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
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* {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger | * {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger | ||
* {{GVI|arma3|1.68}} hitPoint: [[String]] - hit point Cfg name | * {{GVI|arma3|1.68}} hitPoint: [[String]] - hit point Cfg name | ||
* {{GVI|arma3|2.12}} directHit: [[Boolean]] - [[false]] for fall damage | * {{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 | |||
{{Feature|informative|Between an unknown version (confirmed in {{arma3}} v1.70) until v1.78 HandleDamage event triggered for every selection of a vehicle, no matter if the section was damaged or not.}} | |||
==== HandleHeal ==== | ==== HandleHeal ==== | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when unit starts | 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. | |||
If code returns | {{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.}} | ||
'''NOTE''': This Event Handler was broken before Arma 3 v2.18. | |||
'''NOTE''': This Event Handler | |||
<sqf> | <sqf> | ||
this addEventHandler ["HandleHeal", { | this addEventHandler ["HandleHeal", { | ||
_this spawn { | _this spawn { | ||
params ["_injured", "_healer"]; | params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"]; | ||
private _damage = damage _injured; | private _damage = damage _injured; | ||
if (_injured == _healer) then { | if (_injured == _healer) then { | ||
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<sqf> | <sqf> | ||
this addEventHandler ["HandleHeal", { | this addEventHandler ["HandleHeal", { | ||
params [" | params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* | * injured: [[Object]] - unit EH is attached to | ||
* healer: [[Object]] | * healer: [[Object]] - unit that does the healing (could be the same unit as 'injured') | ||
* isMedic: [[Boolean]] - true when healer is | * 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" | |||
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Is ''not'' always triggered when unit is killed by a hit.<br> | Is ''not'' always triggered when unit is killed by a hit.<br> | ||
Most of the time only the [[ | 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> | 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. | Does not fire when a unit is set to allowDamage false. | ||
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<sqf> | <sqf> | ||
this addEventHandler ["HitPart", { | this addEventHandler ["HitPart", { | ||
(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"]; | (_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect", "_instigator"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
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* position: [[Array]] format [[Position#PositionASL|PositionASL]] - position the bullet impacted | * position: [[Array]] format [[Position#PositionASL|PositionASL]] - position the bullet impacted | ||
* velocity: [[Vector3D]] - 3D speed at which 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 | * 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 | * 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 | * 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 | ||
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* surface: [[String]] - surface type struck | * surface: [[String]] - surface type struck | ||
* direct: [[Boolean]] - [[true]] if object was directly hit, [[false]] if it was hit by indirect/splash damage | * 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 | |||
{{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.}} | |||
==== IncomingMissile ==== | ==== IncomingMissile ==== | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
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* {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger | * {{GVI|arma3|1.66}} instigator: [[Object]] - person who pulled the trigger | ||
* {{GVI|arma3|2.10}} missile: [[Object]] - the incoming missile | * {{GVI|arma3|2.10}} missile: [[Object]] - the incoming missile | ||
==== 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 | |||
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Triggered when the unit is killed. | Triggered when the unit is killed. | ||
<sqf> | <sqf> | ||
this addEventHandler ["Killed", { | this addEventHandler ["Killed", { | ||
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</sqf> | </sqf> | ||
* unit: [[Object]] - object the event handler is assigned to | * unit: [[Object]] - the object the event handler is assigned to | ||
* killer: [[Object]] - object that killed the unit. Contains the unit itself in case of collisions | * killer: [[Object]] - The 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|1.66}} instigator: [[Object]] - the person who pulled the trigger | ||
* {{GVI|arma3|1.68}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax | * {{GVI|arma3|1.68}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax | ||
==== | ==== LandedStopped ==== | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when | Triggered when an AI pilot would get out usually. Not executed for player. | ||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["LandedStopped", { | ||
params ["_plane", "_airportID", "_airportObject"]; | params ["_plane", "_airportID", "_airportObject"]; | ||
}]; | }]; | ||
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==== | ==== LandedTouchDown ==== | ||
{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggered when | Triggered when a plane (AI or player) touches the ground. | ||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["LandedTouchDown", { | ||
params ["_plane", "_airportID", "_airportObject"]; | params ["_plane", "_airportID", "_airportObject"]; | ||
}]; | }]; | ||
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* airportID: [[Number]] or [[Object]] - ID of the airport or aircraft carrier object (-1 no airport) | * airportID: [[Number]] or [[Object]] - ID of the airport or aircraft carrier object (-1 no airport) | ||
* isCarrier: [[Boolean]] - [[true]] if landing on aircraft carrier | * 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 | |||
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* entity: [[Object]] - the object that changed locality | * entity: [[Object]] - the object that changed locality | ||
* local: [[Boolean]] - if the object is local on given computer | * local: [[Boolean]] - if the object is local on given computer | ||
{{ArgTitle|4|MagazineReloading|{{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 ["MagazineReloading", { | |||
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 | |||
{{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 | |||
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* 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. | * 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]] | * 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 | |||
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{{Icon|globalArgument|32}}<br> | {{Icon|globalArgument|32}}<br> | ||
Triggers when a unit puts an item in a container. | Triggers when a unit puts an item in a container. | ||
{{GVI|arma3|2.14|size= 0.75}} This event handler can be added to a container. | |||
<sqf> | <sqf> | ||
this addEventHandler ["Put", { | this addEventHandler ["Put", { | ||
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</sqf> | </sqf> | ||
* unit: [[Object]] - unit | * unit: [[Object]] - unit who put the item in the container | ||
* container: [[Object]] - the container into which the item was placed (vehicle, box, etc.) | * container: [[Object]] - the container into which the item was placed (vehicle, box, etc.) | ||
* item: [[String]] - the class name of the moved item | * item: [[String]] - the class name of the moved item | ||
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==== SelectedActionChanged ==== | |||
RTM helicopter user action event | |||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["SelectedActionChanged", { | ||
params [" | params ["_caller", "_target", "_enumNumber", "_actionId"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
{{Feature|important|Limited or non-existent functionality.}} | |||
{ | ==== SelectedActionPerformed ==== | ||
RTM helicopter user action event | |||
<sqf> | |||
{{ | this addEventHandler ["SelectedActionPerformed", { | ||
params ["_caller", "_target", "_enumNumber", "_actionId"]; | |||
}]; | |||
</sqf> | |||
{{Feature|important|Limited or non-existent functionality.}} | |||
==== SelectedRotorLibActionChanged ==== | |||
RTM helicopter user action event | |||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["SelectedRotorLibActionChanged", { | ||
params [" | params ["_caller", "_target", "_enumNumber", "_actionId"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
{{Feature|important|Limited or non-existent functionality.}} | |||
{{Feature| | |||
==== SelectedRotorLibActionPerformed ==== | |||
RTM helicopter user action event | |||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["SelectedRotorLibActionPerformed", { | ||
params [" | params ["_caller", "_target", "_enumNumber", "_actionId"]; | ||
}]; | }]; | ||
</sqf> | </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| | {{ArgTitle|4|SlotItemChanged|{{GVI|arma3|2.14}}}} | ||
{{Icon|globalArgument|32}}<br> | {{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> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["SlotItemChanged", { | ||
params ["_unit", " | params ["_unit", "_name", "_slot", "_assigned", "_weapon"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* unit: [[Object]] - unit to | * 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}}}} | |||
{{ArgTitle|4| | {{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> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["SoundPlayed", { | ||
params ["_unit", " | params ["_unit", "_soundID"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* unit: [[Object]] - | * 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.}} | |||
{{ArgTitle|4| | {{ArgTitle|4|Suppressed|{{GVI|arma3|2.02}}}} | ||
Triggers when | {{Icon|localArgument|32}}<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> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["Suppressed", { | ||
params [" | params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* vehicle: [[Object]] - the | * 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 | |||
{{ArgTitle|4| | {{ArgTitle|4|Take|{{GVI|arma3|0.56}}}} | ||
Triggers when | {{Icon|globalArgument|32}}<br> | ||
Triggers when a unit takes an item from a container. | |||
{{GVI|arma3|2.14|size= 0.75}} This event handler can be added to a container. | |||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["Take", { | ||
params [" | params ["_unit", "_container", "_item"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* | * 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 | ||
{{Feature|informative|This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.}} | |||
{{ArgTitle|4| | {{ArgTitle|4|TaskSetAsCurrent|{{GVI|arma3|1.32}}}} | ||
Triggers when | Triggers when player's current task changes | ||
<sqf> | <sqf> | ||
this addEventHandler ["TaskSetAsCurrent", { | |||
params [" | params ["_unit", "_task"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* | * unit: [[Object]] - the player to whom the event handler is assigned | ||
* task: [[Task]] - the new current task | |||
* | |||
{{ArgTitle|4|TurnIn|{{GVI|arma3|1.66}}}} | |||
{{ | Triggers when member of crew in a vehicle uses Turn In [[action]] | ||
Triggers when | |||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["TurnIn", { | ||
params ["_unit", " | params ["_vehicle", "_unit", "_turret"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* | * vehicle: [[Object]] - the vehicle the event handler is assigned to | ||
* | * unit: [[Object]] - the unit performing the Turn In action | ||
* turret: [[Array]] - turret path | |||
{{ArgTitle|4|TurnOut|{{GVI|arma3|1.66}}}} | |||
{{ | Triggers when member of crew in a vehicle uses Turn Out [[action]] | ||
Triggers when | |||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["TurnOut", { | ||
params [" | params ["_vehicle", "_unit", "_turret"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* | * vehicle: [[Object]] - the vehicle the event handler is assigned to | ||
* | * unit: [[Object]] - the unit performing the Turn Out action | ||
* | * turret: [[Array]] - turret path | ||
{{ArgTitle|4| | {{ArgTitle|4|VisionModeChanged|{{GVI|arma3|2.08}}}} | ||
Triggers when the assigned vehicle/unit's vision mode has changed. | |||
Triggers when the | |||
<sqf> | <sqf> | ||
player addEventHandler ["VisionModeChanged", { | |||
params [" | params ["_person", "_visionMode", "_TIindex", "_visionModePrev", "_TIindexPrev", "_vehicle", "_turret"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* unit: [[Object]] - | * 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 | |||
==== WeaponAssembled ==== | |||
{{Icon| | {{Icon|globalArgument|32}}<br> | ||
Triggers when weapon | Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon. | ||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["WeaponAssembled", { | ||
params ["_unit", " | params ["_unit", "_staticWeapon", "_primaryBag", "_secondaryBag"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* unit: [[Object]] - object the event handler is assigned to | * 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) | |||
{{ArgTitle|4|WeaponChanged|{{GVI|arma3|2.18}}}} | |||
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> | |||
The locality is unknown, but it is known that this EH behaves like [[currentWeapon]], [[currentWeaponMode]] and [[currentMuzzle]] in terms of locality. | |||
<sqf> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["WeaponChanged", { | ||
params [" | params ["_object", "_oldWeapon", "_newWeapon", "_oldMode", "_newMode", "_oldMuzzle", "_newMuzzle", "_turretIndex"]; | ||
}]; | }]; | ||
</sqf> | </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 | |||
{{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> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["WeaponDeployed", { | ||
params [" | params ["_unit", "_isDeployed"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* 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> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["WeaponDisassembled", { | ||
params [" | params ["_unit", "_primaryBag", "_secondaryBag", "_weapon"]; | ||
}]; | }]; | ||
</sqf> | </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) | ||
* | |||
* 2 | |||
}} | |||
{{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> | <sqf> | ||
this addEventHandler [" | this addEventHandler ["WeaponRested", { | ||
params [" | params ["_unit", "_isRested"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* unit: [[Object]] - object the event handler is assigned to | |||
* isRested: [[Boolean]] - true if rested | |||
{{ConfigPage|end}} | {{ConfigPage|end}} | ||
Line 1,594: | Line 1,750: | ||
Is ''not'' always triggered when unit is killed by a hit. | Is ''not'' always triggered when unit is killed by a hit. | ||
Most of the time only the [[ | 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. | 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]]. | Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to [[allowDamage]] [[false]]. | ||
Line 1,713: | Line 1,869: | ||
{{ConfigPage|start}} | {{ConfigPage|start}} | ||
{{ConfigPage|abc}} | {{ConfigPage|abc}} | ||
==== | ==== Deleted ==== | ||
<sqf> | <sqf> | ||
_projectile addEventHandler [" | _projectile addEventHandler ["Deleted", { | ||
params ["_projectile | params ["_projectile"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* projectile: [[Object]] | * projectile: [[Object]] | ||
Line 1,738: | Line 1,891: | ||
==== | ==== Explode ==== | ||
{{Icon|localArgument|32}}<br> | |||
<sqf> | <sqf> | ||
_projectile addEventHandler [" | _projectile addEventHandler ["Explode", { | ||
params ["_projectile | params ["_projectile", "_pos", "_velocity"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* projectile: [[Object]] | * projectile: [[Object]] | ||
* pos: [[Array]] format [[Position#PositionASL|PositionASL]] | * pos: [[Array]] format [[Position#PositionASL|PositionASL]] | ||
* velocity: [[Array]] format [[Vector3D]] | * velocity: [[Array]] format [[Vector3D]] | ||
Line 1,755: | Line 1,907: | ||
<sqf> | <sqf> | ||
_projectile addEventHandler ["HitExplosion", { | _projectile addEventHandler ["HitExplosion", { | ||
params ["_projectile", "_hitEntity", "_projectileOwner", " | params ["_projectile", "_hitEntity", "_projectileOwner", "_hitSelections", "_instigator"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
Line 1,762: | Line 1,914: | ||
* hitEntity: [[Object]] | * hitEntity: [[Object]] | ||
* projectileOwner: [[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 ==== | ==== HitPart ==== | ||
Triggered when the projectile hits any surface. | |||
<sqf> | <sqf> | ||
_projectile addEventHandler ["HitPart", { | _projectile addEventHandler ["HitPart", { | ||
params ["_projectile", "_hitEntity", "_projectileOwner", "_pos", "_velocity", "_normal", " | params ["_projectile", "_hitEntity", "_projectileOwner", "_pos", "_velocity", "_normal", "_components", "_radius" ,"_surfaceType", "_instigator"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
Line 1,778: | Line 1,936: | ||
* velocity: [[Array]] format [[Vector3D]] | * velocity: [[Array]] format [[Vector3D]] | ||
* normal: [[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 | * radius: [[Number]] - radius (size) of the hitPoint | ||
* surfaceType: [[String]] | * 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 ==== | ==== Init ==== | ||
Line 1,790: | Line 1,950: | ||
==== | {{ArgTitle|4|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> | <sqf> | ||
_projectile addEventHandler [" | _projectile addEventHandler ["SubmunitionCreated", { | ||
params ["_projectile"]; | params ["_projectile", "_submunitionProjectile", "_pos", "_velocity"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* projectile: [[Object]] | * projectile: [[Object]] | ||
* subMunitionProjectile: [[Object]] | |||
* pos: [[Array]] format [[Position#PositionASL|PositionASL]] | |||
* velocity: [[Array]] format [[Vector3D]] | |||
{{ConfigPage|end}} | {{ConfigPage|end}} | ||
Line 1,809: | Line 2,003: | ||
{{ConfigPage|start}} | {{ConfigPage|start}} | ||
{{ConfigPage|abc}} | {{ConfigPage|abc}} | ||
==== | |||
==== CombatModeChanged ==== | |||
Triggers when the group's '''[[AI Behaviour|behaviour]]''' changes (see [[behaviour]], [[setBehaviour]]) | |||
<sqf> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["CombatModeChanged", { | ||
params ["_group", " | params ["_group", "_newMode"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * group: [[Group]] | ||
* | * newMode: [[String]] - see [[AI Behaviour]] ('''not''' [[Combat Modes]]!) | ||
==== CommandChanged ==== | |||
==== | |||
<sqf> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["CommandChanged", { | ||
params ["_group", " | params ["_group", "_newCommand"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * 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 ==== | ==== FormationChanged ==== | ||
Line 2,023: | Line 2,191: | ||
* newFormation: [[String]] - see [[setFormation]] | * newFormation: [[String]] - see [[setFormation]] | ||
==== GroupIdChanged ==== | |||
==== | |||
<sqf> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["GroupIdChanged", { | ||
params ["_group", " | params ["_group", "_newGroupId"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * group: [[Group]] | ||
* | * newGroupId: [[String]] | ||
==== KnowsAboutChanged ==== | |||
==== | |||
<sqf> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["KnowsAboutChanged", { | ||
params ["_group", " | params ["_group", "_targetUnit", "_newKnowsAbout", "_oldKnowsAbout"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * group: [[Group]] | ||
* | * targetUnit: [[Object]] | ||
* newKnowsAbout: [[Number]] | |||
* oldKnowsAbout: [[Number]] | |||
==== LeaderChanged ==== | ==== LeaderChanged ==== | ||
Line 2,056: | Line 2,223: | ||
* newLeader: [[Object]] | * newLeader: [[Object]] | ||
==== Local ==== | |||
==== | |||
<sqf> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["Local", { | ||
params ["_group", " | params ["_group", "_isLocal"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * group: [[Group]] | ||
==== SpeedModeChanged ==== | |||
==== | |||
<sqf> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["SpeedModeChanged", { | ||
params ["_group", " | params ["_group", "_newSpeedMode"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * group: [[Group]] | ||
* | * newSpeedMode: [[String]] - see [[setSpeedMode]] | ||
==== UnitJoined ==== | |||
==== | |||
<sqf> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["UnitJoined", { | ||
params ["_group", " | params ["_group", "_newUnit"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * 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> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["UnitKilled", { | ||
params ["_group", " | params ["_group", "_unit", "_killer", "_instigator", "_useEffects"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * 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> | <sqf> | ||
_group addEventHandler [" | _group addEventHandler ["UnitLeft", { | ||
params ["_group", " | params ["_group", "_oldUnit"]; | ||
}]; | }]; | ||
</sqf> | </sqf> | ||
* group: [[Group]] | * group: [[Group]] | ||
* | * oldUnit: [[Object]] | ||
==== VehicleAdded ==== | |||
<sqf> | |||
_group addEventHandler ["VehicleAdded", { | |||
params ["_group", "_newVehicle"]; | |||
}]; | |||
</sqf> | |||
== Player's UI Event Handlers == | * 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> | In Game UI Event Handlers trigger when user scrolls or activates in game action menu.<br> | ||
Line 2,147: | Line 2,343: | ||
Music event handler, always executed on the computer where it was added. | Music event handler, always executed on the computer where it was added. | ||
{{Feature|informative|Does not apply to [[hasInterface|interface-less]] machines (dedicated server, headless client).}} | |||
Commands: | Commands: | ||
Line 2,158: | Line 2,356: | ||
{{ArgTitle|4|MusicStart|{{GVI|arma3|0.50}}}} | {{ArgTitle|4|MusicStart|{{GVI|arma3|0.50}}}} | ||
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command. | Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command. | ||
<sqf> | |||
addMusicEventHandler ["MusicStart", { | |||
* | params ["_musicClassname", "_eventHandlerId", "_currentPosition", "_totalLength"]; | ||
* | }]; | ||
</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 | |||
{{ArgTitle|4|MusicStop|{{GVI|arma3|0.50}}}} | {{ArgTitle|4|MusicStop|{{GVI|arma3|0.50}}}} | ||
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound finished playing, after being executed with [[playMusic]] command. | 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", "_totalLength"]; | ||
* | }]; | ||
</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}} | {{ConfigPage|end}} | ||
Line 2,185: | Line 2,393: | ||
* [[Arma 3: Event Handlers: Eden Editor]] | * [[Arma 3: Event Handlers: Eden Editor]] | ||
* its sub-category [[Arma 3: Event Handlers: Eden Editor#Object Event Handlers|Object Event Handlers]] | * its sub-category [[Arma 3: Event Handlers: Eden Editor#Object Event Handlers|Object Event Handlers]] | ||
* [[Eden Editor]] | * [[:Category:Eden Editor|Eden Editor]] | ||
}} | }} | ||
== Public Variable Broadcast Event == | == Public Variable Broadcast Event == | ||
Commands: | Commands: | ||
* [[addPublicVariableEventHandler]] | * [[addPublicVariableEventHandler]] | ||
Triggers when [[missionNamespace]] variable EH is associated with is sent over network via [[publicVariable]], [[publicVariableServer]] or [[publicVariableClient]] commands. | Triggers when [[missionNamespace]] variable EH is associated with is sent over network via [[publicVariable]], [[publicVariableServer]] or [[publicVariableClient]] commands. | ||
{{Feature|informative|Unlike with other types of EHs, there is no way of removing added public variable event handler}} | {{Feature|informative|Unlike with other types of EHs, there is no way of removing added public variable event handler}} | ||
== Weapon Config | == Weapon Muzzle Config Events == | ||
There are | There are three event handlers that can be set on weapon in config: | ||
<syntaxhighlight lang="cpp"> | * "Fired" - when muzzle fired | ||
class CfgWeapons | * "Reload" - before muzzle is reloaded | ||
{ | * "Reloaded" - after muzzle is reloaded | ||
<syntaxhighlight lang="cpp"> | |||
class RifleCore; | class CfgWeapons | ||
class | { | ||
{ | class RifleCore; | ||
class EventHandlers | class TAG_Rifle : RifleCore | ||
{ | { | ||
fired = " | class EventHandlers | ||
reload = " | { | ||
reloaded = " | 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> | }; | ||
}; | |||
</syntaxhighlight> | |||
== BI Scripted Events == | |||
Commands: | == Ammo Config Events == | ||
* [[BIS_fnc_addScriptedEventHandler]] | |||
* [[BIS_fnc_removeScriptedEventHandler]] | There are three event handlers that can be set on ammo in config: | ||
* [[BIS_fnc_removeAllScriptedEventHandlers]] | * "init" - when the ammo is created, by any mean (fired, created, etc). Params: [shot] | ||
* [[BIS_fnc_callScriptedEventHandler]] | * "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> | |||
== BI Scripted Events == | |||
Commands: | |||
* [[BIS_fnc_addScriptedEventHandler]] | |||
* [[BIS_fnc_removeScriptedEventHandler]] | |||
* [[BIS_fnc_removeAllScriptedEventHandlers]] | |||
* [[BIS_fnc_callScriptedEventHandler]] | |||
{{Feature|informative|See also [[Arma 3: Scripted Event Handlers]].}} | {{Feature|informative|See also [[Arma 3: Scripted Event Handlers]].}} |
Latest revision as of 15:46, 19 November 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.
- 1. Basic Event Handlers
- 2. Multiplayer Event Handlers
- 3. Mission Event Handlers
- 4. UserAction Event Handlers
- 5. Projectile Event Handlers
- 6. Group Event Handlers
- 7. Player's UI Event Handlers
- 8. UI Event Handlers (Displays and Controls)
- 9. Music Event Handlers
- 10. Eden Editor
- 11. Public Variable Broadcast Event
- 12. Weapon Muzzle Config Events
- 13. Ammo Config Events
- 14. BI Scripted Events
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.
- 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.
- 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.
- 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.
- 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).
- attachedObj: Object
- parentObj: Object
- isReattach: Boolean - true if attachedObj was already attached to parentObj, e.g. if only the offset was changed
- offset: Array format PositionRelative
- memoryPointIndex: Number
- followBoneRotation: Boolean
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.
- 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.
- 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.
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.
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.
- 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.
- 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
- 1.68 hitPartIndex: Number - hit index of the hit selection
- 1.68 hitPoint: String - hit point Cfg name
- 1.70 shooter: Object - shooter reference (to get instigator use getShotParents on projectile)
- 1.70 projectile: Object - the projectile that caused damage
Deleted
GAGlobal
Triggered just before the assigned entity is deleted.
- 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.
Disassembled
LALocal
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.
- 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
- 2.18 unit: Object - person who disassembled the weapon
Engine
GAGlobal
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
EpeContact
GAGlobal
Triggered when object collision (PhysX) is in progress.
- 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
- 2.12reactVect: Array - impact reaction force vector
- 2.12worldPos: PositionWorld - point of impact in world coordinates
EpeContactEnd
GAGlobal
Triggered when object collision (PhysX) ends.
- 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.
- 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
- 2.12reactVect: Array - impact reaction force vector
- 2.12worldPos: 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.
- vehicle: Object - object the event handler is assigned to
- damage: Number - damage inflicted to the object
- 2.10 _explosionSource: Object - the exploding object (NOT the shooter) - may be objNull in some cases
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.
- 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
- 1.66 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.
- 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.
1.30 Works with thrown weapons.
- 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
- 1.66 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.
- 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.
- 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.
- 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.
- 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.
- 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
- 1.36 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.
- 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.
- 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
- 1.36 turret: Array - turret path
- 2.14 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.
- 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
- 2.14 isEject: Boolean - true if unit used 'Eject' action
HandleDamage
GAGlobal
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 the provided code returns a numeric value, this value will overwrite the default damage of given selection after processing.
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).
- 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)
- 1.50 hitPartIndex: Number - hit part index of the hit point, -1 otherwise
- 1.66 instigator: Object - person who pulled the trigger
- 1.68 hitPoint: String - hit point Cfg name
- 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.
- 2.16 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.
NOTE: This Event Handler was broken before Arma 3 v2.18.
- 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'
- 2.18 atVehicle: Object - when healing at medical vehicle, this is the vehicle
- 2.18 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.
- 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.
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.
- 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.
- 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
- 1.66 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.
- 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
- 2.18 instigator: Object - shot instigator
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.
- target: Object - object the event handler is assigned to
- ammo: String - ammo type that was fired on the target
- 1.42 vehicle: Object - vehicle that fired the weapon. In case of soldier, unit is returned
- 1.66 instigator: Object - person who pulled the trigger
- 2.10 missile: Object - the incoming missile
Init
GAGlobal
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.
e.g:
init = "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.
- unit: Object - object the event handler is assigned to
- targetContainer: Object - connected container or weaponholder
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:
- unit: Object - object the event handler is assigned to
- targetContainer: Object - connected container or weaponholder
- 1.66 secondaryContainer: Object - second connected container or weaponholder or objNull
Killed
LALocal
Triggered when the unit is killed.
- 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.
- 1.66 instigator: Object - the person who pulled the trigger
- 1.68 useEffects: Boolean - same as useEffects in setDamage alt syntax
LandedStopped
GAGlobal
Triggered when an AI pilot would get out usually. Not executed for player.
- plane: Object - object the event handler is assigned to
- airportID: Number - ID of the airport (-1 for anything else)
- 2.12 airportObject: Object - airport object in the event of a Dynamic Airport, otherwise objNull
LandedTouchDown
GAGlobal
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)
- 2.12 airportObject: Object - airport object in the event of a Dynamic Airport, otherwise objNull
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)
- 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
- 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)
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.
- entity: Object - the object that changed locality
- local: Boolean - if the object is local on given computer
MagazineReloading
LALocal
Triggers when a magazine is removed from a weapon manually or via script. Does NOT trigger on Reloaded event.
- 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:
MagazineUnloaded
LALocal
Triggers when a magazine is removed from a weapon manually or via script. Does NOT trigger on Reloaded event.
- 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:
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 + .
- unit: Object - the unit
- opticsClass: String
- newMode: String
- oldMode: String
- isADS: Boolean - if the new view is GUNNER
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.
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.
- 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.
- 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.
e.g:
postInit = "params ['_entity'];";
postinit = "params ['_entity']; if (local _entity) then { [_entity, '', [], false] call BIS_fnc_initVehicle };";
- 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.
2.14 This event handler can be added to a container.
- 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
Reloaded
LALocal
Triggers when a weapon is reloaded with a new magazine. For more information see: Reloaded
- 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.
- 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.
- 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.
- 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.
- 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.
- 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
SelectedActionPerformed
RTM helicopter user action event
SelectedRotorLibActionChanged
RTM helicopter user action event
SelectedRotorLibActionPerformed
RTM helicopter user action event
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.
- 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.
- 2.18 weapon: - String - name of weapon in event that slot changed is a weapon attachment slot
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:
- Breath
- Breath Injured
- Breath Scuba
- Injured
- Pulsation
- Hit Scream
- Burning
- Drowning
- Drown
- Gasping
- Stabilizing
- Healing
- Healing With Medikit
- Recovered
- Breath Held
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).
- 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.
2.14 This event handler can be added to a container.
- 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
TaskSetAsCurrent
Triggers when player's current task changes
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
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
VisionModeChanged
Triggers when the assigned vehicle/unit's vision mode has changed.
- 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.
- unit: Object - object the event handler is assigned to
- weapon: Object - object of the assembled weapon
- 2.18 primaryBag: Object - primary bag (just before it is deleted)
- 2.18 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.
- 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.
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.
- 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
- 2.18 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.
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.
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)
CuratorGroupDoubleClicked
LALocal
Triggered when a group is double-clicked on in curator interface.
CuratorGroupPlaced
LALocal
Triggered when new group is placed in curator interface.
CuratorGroupSelectionChanged
LALocal
Triggered when a group is selected in curator interface.
CuratorMarkerDeleted
LALocal
Triggered when a marker is deleted in curator interface.
CuratorMarkerDoubleClicked
LALocal
Triggered when a marker is double-clicked on in curator interface.
CuratorMarkerEdited
LALocal
Triggered when a marker is moved in curator interface.
CuratorMarkerPlaced
LALocal
Triggered when new marker is placed in curator interface.
CuratorMarkerSelectionChanged
LALocal
Triggered when a marker is selected in curator interface.
CuratorObjectDeleted
LALocal
Triggered when an object is deleted in curator interface.
CuratorObjectDoubleClicked
LALocal
Triggered when an object is double-clicked on in curator interface.
CuratorObjectEdited
LALocal
Triggered when an object is moved or rotated in curator interface.
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.
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.
- curator: Object
- input: Array of Strings - all CfgVehicles classes
CuratorObjectSelectionChanged
LALocal
Triggered when an object is selected in curator interface.
CuratorPinged
LALocal
Triggered when a player pings his curator(s) by pressing Zeus key.
CuratorSelectionPresetLoaded
LALocal
Triggered when a selection preset is loaded using the respective number key or through script.
CuratorSelectionPresetSaved
LALocal
Triggered when a selection preset is saved using the respective CTRL + number key or set through script.
CuratorWaypointDeleted
LALocal
Triggered when a waypoint is deleted in curator interface.
CuratorWaypointDoubleClicked
LALocal
Triggered when a waypoint is double-clicked on in curator interface.
CuratorWaypointEdited
LALocal
Triggered when a waypoint is moved in curator interface.
CuratorWaypointPlaced
LALocal
Triggered when new waypoint is placed in curator interface.
CuratorWaypointSelectionChanged
LALocal
Triggered when a waypoint is selected in curator interface.
Multiplayer Event Handlers
Global object event handler, executed on every connected machine.
Commands:
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!
- 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
- 1.66 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.
- unit: Object - object the event handler is assigned to
- killer: Object - object that killed the unit. Contains the unit itself in case of collisions
- 1.66 instigator: Object - person who pulled the trigger
- 1.68 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.
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:
Projectile Event Handlers
Commands:
Deleted
- projectile: Object
Deflected
- projectile: Object
- pos: Array format PositionASL
- velocity: Array format Vector3D
- hitObject: Object - the object that deflected the projectile
Explode
- projectile: Object
- pos: Array format PositionASL
- velocity: Array format Vector3D
HitExplosion
- 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
- 2.18 instigator: Object - shot instigator
HitPart
Triggered when the projectile hits any surface.
- projectile: Object
- hitEntity: Object
- projectileOwner: Object
- pos: Array format PositionASL
- velocity: Array format Vector3D
- normal: Array format Vector3D
- components: Array of Strings - The selections that were hit, in the FireGeometry LOD.
- radius: Number - radius (size) of the hitPoint
- surfaceType: String
- 2.18 instigator: Object - shot instigator
Init
Triggered whenever a projectile is created. Cannot be used in scripts, only inside class Eventhandlers in config.
init = "params ['_projectile'];";
- projectile: Object - object the event handler is assigned to
MineActivated
Penetrated
This event fires as many times as the projectile penetrates a surface.
- projectile: Object
- hitObject: Object
- surfaceType: String - see surfaceType
- entryPoint: Array format PositionASL - the projectile's entry point
- exitPoint: Array format 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.
- projectile: Object
- subMunitionProjectile: Object
- pos: Array format PositionASL
- velocity: Array format Vector3D
Group Event Handlers
Commands:
CombatModeChanged
Triggers when the group's behaviour changes (see behaviour, setBehaviour)
- group: Group
- newMode: String - see AI Behaviour (not Combat Modes!)
CommandChanged
- 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
Deleted
- group: Group
Empty
- group: Group
EnableAttackChanged
EnemyDetected
Fleeing
FormationChanged
- group: Group
- newFormation: String - see setFormation
GroupIdChanged
KnowsAboutChanged
LeaderChanged
Local
- group: Group
SpeedModeChanged
- group: Group
- newSpeedMode: String - see setSpeedMode
UnitJoined
UnitKilled
LALocal
Triggered when a unit in the group is killed.
- 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
VehicleAdded
VehicleRemoved
WaypointComplete
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:
- PrevAction - Action menu scroll up event
- Action - Action menu action event
- NextAction - Action menu scroll down event
Commands:
UI Event Handlers (Displays and Controls)
Commands:
- ctrlAddEventHandler
- ctrlRemoveEventHandler
- ctrlRemoveAllEventHandlers
- displayAddEventHandler
- displayRemoveEventHandler
- displayRemoveAllEventHandlers
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.
- musicClassName: String - CfgMusic class name of the music that started
- eventHandlerId: Number - EH id returned by addMusicEventHandler
- 2.18 currentPosition: Number - current playback position in 0...1 range (see also: getMusicPlayedTime)
- 2.18 totalLength: Number - track total length in seconds
MusicStop
Triggers when CfgMusic sound finished playing, after being executed with playMusic command.
2.14 playMusic "" triggers this event if a music is currently playing.
- musicClassName: String - CfgMusic class name of the music that stopped
- eventHandlerId: Number - EH id returned by addMusicEventHandler
- 2.18 currentPosition Number: - current playback position in 0...1 range (see also: getMusicPlayedTime)
- 2.18 totalLength Number: - track total length in seconds
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.
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:
- BIS_fnc_addScriptedEventHandler
- BIS_fnc_removeScriptedEventHandler
- BIS_fnc_removeAllScriptedEventHandlers
- BIS_fnc_callScriptedEventHandler