Event Handlers – ArmA: Armed Assault
m (new EHs + explanations vice versa) |
m (more info on the EHs) |
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== AnimChanged == | == AnimChanged == | ||
Trigerred everytime a new animation is started. | Trigerred everytime a new animation is started. | ||
Unknown MP behaviour. | |||
Passed array: '''[unit, anim]''' | |||
* unit: [[Object]] - Object the event handler is assigned to <br /> | |||
* anim: [[String]] - Name of the anim that started<br /> | |||
== AnimDone == | == AnimDone == | ||
Trigerred everytime an animation is finished. | Trigerred everytime an animation is finished. | ||
Unknown MP behaviour. | |||
Passed array: '''[unit, anim]''' | |||
* unit: [[Object]] - Object the event handler is assigned to <br /> | |||
* anim: [[String]] - Name of the anim that has been finished<br /> | |||
Revision as of 18:30, 10 October 2006
AnimChanged
Trigerred everytime a new animation is started.
Unknown MP behaviour.
Passed array: [unit, anim]
AnimDone
Trigerred everytime an animation is finished.
Unknown MP behaviour.
Passed array: [unit, anim]
- unit: Object - Object the event handler is assigned to
- anim: String - Name of the anim that has been finished
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
- 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 on, 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]