addEventHandler: Difference between revisions

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[[Category:Scripting Commands|A]]
{{RV|type=command
[[Category:Scripting Commands OFP 1.97|A]]
[[Category:Scripting Commands ArmA|A]]


back to [[Scripting_Reference#A|COMREF]]
|game1= ofp
|version1= 1.85


|game2= ofpe
|version2= 1.00


<h2 style="color:#000066">'''''object'' addEventHandler ''handler'''''</h2>
|game3= arma1
|version3= 1.00


|game4= arma2
|version4= 1.00


'''Operand types:'''
|game5= arma2oa
|version5= 1.50


'''object:''' [[Object]]
|game6= tkoh
|version6= 1.00


'''handler:''' [[Array]]
|game7= arma3
|version7= 0.50


'''Type of returned value:'''
|arg= global


[[Number]]
|eff= local


'''Compatibility:'''
|gr1= Event Handlers


Added in version '''1.85'''
|descr= Adds an Event Handler to the given object.
* As many Event Handlers of any type can be added - existing Event Handlers do not get overwritten
* Use [[removeEventHandler]] to remove an Event Handler
Read [[:Category:Event Handlers|Event Handlers]] for more information and a list of all available Event Handlers.


'''Description:'''
|mp= Some event handlers are persistent (i.e they stay attached to the unit, even after it dies and respawns).


Format of handler is '''''[type,command]'''''.
|s1= target [[addEventHandler]] [type, code]


Check scripting topic [[Event handlers]] for more information.
|p1= target: [[Object]] or {{GVI|arma3|2.10|size= 0.75}} [[Group]]


Index of currently added handler is returned.
|p2= type: [[String]] - see [[:Category:Event Handlers|Event Handlers]] for the full list of available options


|p3= code: [[Code]] or [[String]] - code that should be executed when the Event Handler fires; executed in [[missionNamespace]] by default. Several [[Magic Variables]] are available:
* Event Handler parameters are accessible via <sqf inline>_this</sqf>
* The Event Handler type is available as <sqf inline>_thisEvent</sqf>
* The Event Handler index is available as <sqf inline>_thisEventHandler</sqf>


'''Example:'''
|r1= [[Number]] - the index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler.


player '''addEventHandler''' ["killed",{_this [[exec]] "playerKilled.sqs"}]
|x1= <sqf>
this addEventHandler ["Killed", {
params ["_unit", "_killer"];
systemChat format ["%1 has been killed by %2.", _unit, _killer];
}];
</sqf>
 
|x2= <sqs>_index = player addEventHandler ["Killed", { _this exec "playerKilled.sqs" }]</sqs>
 
|seealso= [[removeEventHandler]] [[removeAllEventHandlers]] [[:Category:Event Handlers|Event Handlers]] [[addMPEventHandler]] [[addMissionEventHandler]] [[BIS_fnc_addScriptedEventHandler]] [[getEventHandlerInfo]]
}}
 
{{Note
|user= Killzone_Kid
|timestamp= 20150607210600
|text= When using overridable EH, such as "InventoryOpened" and similar, where returning [[true]] allows to override default action, [[exitWith]] cannot be used to return value. So:
<sqf>if (whatever) exitWith {true}; false;</sqf>
Forget about it, will not work. Instead use:
<sqf>if (whatever) then {true} else {false};</sqf>
100% satisfaction guaranteed!
}}

Latest revision as of 15:58, 31 March 2024

Hover & click on the images for description

Description

Description:
Adds an Event Handler to the given object.
  • As many Event Handlers of any type can be added - existing Event Handlers do not get overwritten
  • Use removeEventHandler to remove an Event Handler
Read Event Handlers for more information and a list of all available Event Handlers.
Multiplayer:
Some event handlers are persistent (i.e they stay attached to the unit, even after it dies and respawns).
Groups:
Event Handlers

Syntax

Syntax:
target addEventHandler [type, code]
Parameters:
target: Object or Arma 3 logo black.png2.10 Group
type: String - see Event Handlers for the full list of available options
code: Code or String - code that should be executed when the Event Handler fires; executed in missionNamespace by default. Several Magic Variables are available:
Return Value:
Number - the index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler.

Examples

Example 1:
this addEventHandler ["Killed", { params ["_unit", "_killer"]; systemChat format ["%1 has been killed by %2.", _unit, _killer]; }];
Example 2:
_index = player addEventHandler ["Killed", { _this exec "playerKilled.sqs" }]

Additional Information

See also:
removeEventHandler removeAllEventHandlers Event Handlers addMPEventHandler addMissionEventHandler BIS_fnc_addScriptedEventHandler getEventHandlerInfo

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Killzone_Kid - c
Posted on Jun 07, 2015 - 21:06 (UTC)
When using overridable EH, such as "InventoryOpened" and similar, where returning true allows to override default action, exitWith cannot be used to return value. So:
if (whatever) exitWith {true}; false;
Forget about it, will not work. Instead use:
if (whatever) then {true} else {false};
100% satisfaction guaranteed!