addEventHandler: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "\[\[Category:Scripting Commands OFP 1.[4-9]{2}(\|(\{\{uc:\{\{PAGENAME\}\}\}\}|#|[A-Z]+))?\]\] " to "") |
(formatting) |
||
Line 1: | Line 1: | ||
{{RV|type=command | {{RV|type=command | ||
| | |game1= ofp | ||
|1.85 | |version1= 1.85 | ||
|game2= ofpe | |||
|version2= 1.00 | |||
|game3= arma1 | |||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.51 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|arg= global | |arg= global | ||
Line 11: | Line 35: | ||
|gr1= Event Handlers | |gr1= Event Handlers | ||
| Adds an Event Handler to the given object | |descr= Adds an Event Handler to the given object. | ||
* You can add as many Event Handlers of any type as you like to every unit. Existing Event Handlers do not get overwritten. | * You can add as many Event Handlers of any type as you like to every unit. Existing Event Handlers do not get overwritten. | ||
* Use [[removeEventHandler]] to remove an Event Handler. | * Use [[removeEventHandler]] to remove an Event Handler. | ||
Read [[:Category:Event Handlers|Event Handlers]] for more information and a list of all available Event Handlers. | Read [[:Category:Event Handlers|Event Handlers]] for more information and a list of all available Event Handlers. | ||
| object [[addEventHandler]] [type, code] | |s1= object [[addEventHandler]] [type, code] | ||
|p1= | |p1= object: [[Object]] | ||
|p2= | |p2= type: [[String]] - See [[:Category:Event Handlers|Event Handlers]] for the full list of available options. | ||
|p3= | |p3= code: [[Code]] or [[String]] - Code that should be executed when the Event Handler is triggered; executed in [[missionNamespace]] by default. | ||
* Event Handler parameters are accessible via the <tt>_this</tt> inside the code | |||
* Since Arma 3 v.1.64 the Event Handler index is available as <tt>_thisEventHandler</tt> during Event Handler code execution | |||
| [[Number]] - The index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler. |RETRUNVALUE= | |r1= [[Number]] - The index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler. |RETRUNVALUE= | ||
|x1= <code>_index = [[player]] [[addEventHandler]] ["Killed", {_this [[exec]] "playerKilled.sqs"}];</code> | |x1= <code>_index = [[player]] [[addEventHandler]] ["Killed", {_this [[exec]] "playerKilled.sqs"}];</code> | ||
Line 35: | Line 60: | ||
|seealso= [[removeEventHandler]], [[removeAllEventHandlers]], [[:Category:Event Handlers|Event Handlers]], [[addMPEventHandler]], [[addMissionEventHandler]], [[BIS_fnc_addScriptedEventHandler]] | |seealso= [[removeEventHandler]], [[removeAllEventHandlers]], [[:Category:Event Handlers|Event Handlers]], [[addMPEventHandler]], [[addMissionEventHandler]], [[BIS_fnc_addScriptedEventHandler]] | ||
}} | }} | ||
<!-- CONTINUE Notes --> | <!-- CONTINUE Notes --> |
Revision as of 09:54, 27 March 2021
Description
- Description:
- Adds an Event Handler to the given object.
- You can add as many Event Handlers of any type as you like to every unit. Existing Event Handlers do not get overwritten.
- Use removeEventHandler to remove an Event Handler.
- 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:
- object addEventHandler [type, code]
- Parameters:
- object: Object
- 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 is triggered; executed in missionNamespace by default.
- Event Handler parameters are accessible via the _this inside the code
- Since Arma 3 v.1.64 the Event Handler index is available as _thisEventHandler during Event Handler code execution
- 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:
_index = player addEventHandler ["Killed", {_this exec "playerKilled.sqs"}];
- Example 2:
this addEventHandler ["Killed", "hint format ['Killed by %1', _this # 1];"];
Additional Information
- See also:
- removeEventHandlerremoveAllEventHandlersEvent HandlersaddMPEventHandleraddMissionEventHandlerBIS_fnc_addScriptedEventHandler
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
- Posted on July 7, 2015 - 21:06 (UTC)
- Killzone Kid
-
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!
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.85
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Event Handlers
- Scripting Commands: Local Effect