Event Handlers – Operation Flashpoint
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Global. | Global. | ||
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.) | (If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.) | ||
Passed array: [unit, selectionName, damage] | Passed array: '''[unit, selectionName, damage]''' | ||
* unit: [[Object]] - | |||
* selectionName: [[String]] - | * unit: [[Object]] - Object the event handler is assigned to <br> | ||
* damage: [[Number]] - | * selectionName: [[String]] - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body) <br> | ||
* damage: [[Number]] - Resulting level of damage | |||
=== Engine === | === Engine === | ||
Triggered when the engine of the unit is turned on/off. Global. | Triggered when the engine of the unit is turned on/off. | ||
Global. | |||
There is a bug in MP: On clients where the vehicle is not local, ''engineState'' is always false, so you should use the following instead. | |||
'''_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]''' | |||
Passed array: '''[unit, engineState]''' | |||
* unit: [[Object]] - Object the event handler is assigned to <br> | |||
* unit: [[Object]] - | * engineState: [[Boolean]] - True when the engine is turned off, false when turned off | ||
* engineState: [[Boolean]] - | |||
===Fired=== | ===Fired=== | ||
Triggered when the unit fires a weapon. Global. | Triggered when the unit fires a weapon. | ||
Global. | |||
Passed array: [unit, weapon, muzzle, mode, ammo] | Passed array: '''[unit, weapon, muzzle, mode, ammo]''' | ||
* unit: [[Object]] - | |||
* weapon: [[String]] - | * unit: [[Object]] - Object the event handler is assigned to <br> | ||
* muzzle: [[String]] - | * weapon: [[String]] - Fired weapon <br> | ||
* mode: [[String]] - | * muzzle: [[String]] - Muzzle which was used <br> | ||
* ammo: [[String]] - | * mode: [[String]] - Current mode of the fired weapon<br> | ||
* ammo: [[String]] - Ammo used | |||
===Fuel=== | ===Fuel=== | ||
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle). Global. | Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle). | ||
Global. | |||
Passed array: '''[unit, fuelState]''' | |||
* unit: [[Object]] - Object the event handler is assigned to <br> | |||
* unit: [[Object]] - | |||
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full | * fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full | ||
===Gear=== | ===Gear=== | ||
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is | Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane"). | ||
Global. | |||
Passed array: '''[unit, gearState]''' | |||
* unit: [[Object]] - Object the event handler is assigned to <br> | |||
* unit: [[Object]] - | * gearState: [[Boolean]] - True when the gear is lowered, false when retracted | ||
* gearState: [[Boolean]] - | |||
===GetIn=== | ===GetIn=== | ||
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle). Global. | Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle). | ||
Global. | |||
Passed array: [unit, position, enterer] | Passed array: '''[unit, position, enterer]''' | ||
* unit: [[Object]] - | |||
* position: [[String]] - | * unit: [[Object]] - Object the event handler is assigned to <br> | ||
* enterer: [[Object]] - | * position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo" <br> | ||
* enterer: [[Object]] - Object that got into the vehicle | |||
===GetOut=== | ===GetOut=== | ||
Triggered when a unit gets out from the object, works the same way as GetIn. Global. | Triggered when a unit gets out from the object, works the same way as GetIn. | ||
Global. | |||
===Hit=== | ===Hit=== | ||
Triggered when the unit is hit/damaged. Local. | Triggered when the unit is hit/damaged. | ||
Local. | |||
Passed array: [unit, causedBy, damage] | Passed array: '''[unit, causedBy, damage]''' | ||
* unit: [[Object]] - | |||
* causedBy: [[Object]] - | * unit: [[Object]] - Object the event handler is assigned to <br> | ||
* damage: [[Number]] - | * causedBy: [[Object]] - Object that caused the damage, contains the unit itself in case of collisions. <br> | ||
* damage: [[Number]] - Level of damage caused by the hit | |||
===Init=== | ===Init=== | ||
Triggered on mission start. Global. | Triggered on mission start. | ||
Global. | |||
Passed array: '''[unit]''' | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* unit: [[Object]] - | |||
===IncomingMissile=== | ===IncomingMissile=== | ||
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit. Global. | Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit. | ||
Global. | |||
Passed array: '''[unit, ammo, whoFired]''' | |||
* unit: [[Object]] - Object the event handler is assigned to <br> | |||
* ammo: [[String]] - Ammo type that was fired on the unit <br> | |||
* whoFired: [[Object]] - Object that fired the weapon | |||
===Killed=== | ===Killed=== | ||
Triggered when the unit is killed. Local. | Triggered when the unit is killed. | ||
Local. | |||
Passed array: '''[unit, killer]''' | |||
* unit: [[Object]] - Object the event handler is assigned to <br> | |||
* unit: [[Object]] - | * killer: [[Object]] - Object that killed the unit | ||
* killer: [[Object]] - |
Revision as of 13:30, 23 July 2006
Dammaged
Triggered when the unit is damaged.
Global.
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
Passed array: [unit, selectionName, damage]
- unit: Object - Object the event handler is assigned to
- selectionName: String - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body)
- damage: Number - Resulting level of damage
Engine
Triggered when the engine of the unit is turned on/off.
Global.
There is a bug in MP: On clients where the vehicle is not local, engineState is always false, so you should use the following instead.
_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]
Passed array: [unit, engineState]
- unit: Object - Object the event handler is assigned to
- engineState: Boolean - True when the engine is turned off, false when turned off
Fired
Triggered when the unit fires a weapon.
Global.
Passed array: [unit, weapon, muzzle, mode, ammo]
- unit: Object - Object the event handler is assigned to
- weapon: String - Fired weapon
- muzzle: String - Muzzle which was used
- mode: String - Current mode of the fired weapon
- ammo: String - Ammo used
Fuel
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle).
Global.
Passed array: [unit, fuelState]
- unit: Object - Object the event handler is assigned to
- fuelState: Boolean - 0 when no fuel, 1 when the fuel tank is full
Gear
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").
Global.
Passed array: [unit, gearState]
- unit: Object - Object the event handler is assigned to
- gearState: Boolean - True when the gear is lowered, false when retracted
GetIn
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).
Global.
Passed array: [unit, position, enterer]
- unit: Object - Object the event handler is assigned to
- position: String - Can be either "driver", "gunner", "commander" or "cargo"
- enterer: Object - Object that got into the vehicle
GetOut
Triggered when a unit gets out from the object, works the same way as GetIn.
Global.
Hit
Triggered when the unit is hit/damaged.
Local.
Passed array: [unit, causedBy, damage]
- unit: Object - Object the event handler is assigned to
- causedBy: Object - Object that caused the damage, contains the unit itself in case of collisions.
- damage: Number - Level of damage caused by the hit
Init
Triggered on mission start.
Global.
Passed array: [unit]
- unit: Object - Object the event handler is assigned to
IncomingMissile
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.
Global.
Passed array: [unit, ammo, whoFired]
- unit: Object - Object the event handler is assigned to
- ammo: String - Ammo type that was fired on the unit
- whoFired: Object - Object that fired the weapon
Killed
Triggered when the unit is killed.
Local.
Passed array: [unit, killer]