addEventHandler: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
m (Some wiki formatting)
Line 29: Line 29:


|descr= 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.
* As many Event Handlers of any type can be added - 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.


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


|s1= target [[addEventHandler]] [type, code]
|s1= target [[addEventHandler]] [type, code]


|p1= target: [[Object]] or {{GVI|arma3|2.10}} [[Group]]
|p1= target: [[Object]] or {{GVI|arma3|2.10|size=0.75}} [[Group]]


|p2= type: [[String]] - see [[:Category:Event Handlers|Event Handlers]] for the full list of available options
|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:
|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 <var>_this</var>.
* Event Handler parameters are accessible via <sqf inline>_this</sqf>
* The Event Handler type is available as <var>_thisEvent</var>.
* The Event Handler type is available as <sqf inline>_thisEvent</sqf>
* The Event Handler index is available as <var>_thisEventHandler</var>.
* The Event Handler index is available as <sqf inline>_thisEventHandler</sqf>


|r1= [[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.


|x1= <sqf>_index = player addEventHandler ["Killed", {_this exec "playerKilled.sqs"}];</sqf>
|x1= <sqf>
 
this addEventHandler ["Killed", {
|x2= <sqf>this addEventHandler ["Killed", {
params ["_unit", "_killer"];
params ["_unit", "_killer"];
systemChat format ["%1 has been killed by %2.", _unit, _killer];
systemChat format ["%1 has been killed by %2.", _unit, _killer];
}];</sqf>
}];
</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]]
|seealso= [[removeEventHandler]] [[removeAllEventHandlers]] [[:Category:Event Handlers|Event Handlers]] [[addMPEventHandler]] [[addMissionEventHandler]] [[BIS_fnc_addScriptedEventHandler]] [[getEventHandlerInfo]]

Revision as of 21:08, 21 August 2022

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!