addEventHandler: Difference between revisions
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|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). | ||
|seealso= [[removeEventHandler]] [[removeAllEventHandlers]] [[:Category:Event Handlers|Event Handlers]] [[addMPEventHandler]] [[addMissionEventHandler]] | |seealso= [[removeEventHandler]] [[removeAllEventHandlers]] [[:Category:Event Handlers|Event Handlers]] [[addMPEventHandler]] [[addMissionEventHandler]] [[BIS_fnc_addScriptedEventHandler]] | ||
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Revision as of 14:04, 20 January 2022
Description
- Description:
- 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.
- Use removeEventHandler to remove an Event Handler.
- 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:
- object addEventHandler [type, code]
- 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.
- Event Handler parameters are accessible via the _this inside the code
- Since Arma 3 v.1.64 the Event Handler index is available as _thisEventHandler during Event Handler code execution
- 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:
_index = player addEventHandler ["Killed", {_this exec "playerKilled.sqs"}];
- Example 2:
this addEventHandler ["Killed", "hint format ['Killed by %1', _this # 1];"];
Additional Information
- See also:
- removeEventHandler removeAllEventHandlers Event Handlers addMPEventHandler addMissionEventHandler BIS_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!
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.85
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Event Handlers
- Scripting Commands: Local Effect