Event Handlers – Operation Flashpoint
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===IncomingMissile=== | ===IncomingMissile=== | ||
Triggered when a guided missile 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] <br> | Passed array: [unit, ammo, whoFired] <br> | ||
Line 82: | Line 82: | ||
* whoFired: [[Object]] - object that fired the weapon | * whoFired: [[Object]] - object that fired the weapon | ||
===Killed=== | ===Killed=== | ||
Triggered when the unit is killed. Local. | Triggered when the unit is killed. Local. |
Revision as of 22:32, 22 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 - caused level of damage
Engine
Triggered when the engine of the unit is turned on/off. Global.
Has a bug in MP: on clients where the vehicle is not local, engineState is always false, so you should use..._vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]
instead.
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 of which was fired
- mode: String - current mode of the fired weapon
- ammo: String - fired ammo
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 substitute 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]