addEventHandler: Difference between revisions
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|mp= | |mp= Some event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns). | ||
{{EffArg|cmd|arg|loc}} "Killed" and "Hit" eventhandlers are executed where given unit is local. |= Multiplayer | {{EffArg|cmd|arg|loc}} "Killed" and "Hit" eventhandlers are executed where given unit is local. |= Multiplayer |
Revision as of 22:11, 7 July 2015
Description
- Description:
- Adds an event handler to a given unit. For more information about event handlers and their types check the scripting topic Event handlers in this reference. You may add as many event handlers of any type as you like to every unit. For instance, if you add an event handler of type "killed" and one already exists, the old one doesn't get overwritten. Use removeEventHandler to delete event handlers. Every event will create an array named _this, which contains specific information about the particular event. (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer.)
- Multiplayer:
- Some event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns). Template:EffArg "Killed" and "Hit" eventhandlers are executed where given unit is local.
- Groups:
- Uncategorised
Syntax
- Syntax:
- object addEventHandler [type, command]
- Parameters:
- object: Object
- [type, command]: Array
- type: String - Event Handler type
- command: Code or String - code that should be executed once the event occurs, by default executed in missionNamespace
- Return Value:
- Number - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler.
Examples
- Example 1:
_EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}]
- Example 2:
this addEventHandler ["killed", "hint format ['Killed by %1',_this select 1]"]
Additional Information
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
Notes
Bottom Section
- 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: Resistance version 1.85
- Operation Flashpoint: Resistance: New Scripting Commands
- Operation Flashpoint: Resistance: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Command Group: Activators
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters