addEventHandler: Difference between revisions

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Revision as of 23:27, 24 March 2021

Hover & click on the images for description

Description

Description:
Description needed
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:
Syntax needed
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.
Return Value:
Return value needed

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!