addEventHandler: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^\[]+)<\/code>" to "<sqf>$1</sqf>") |
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Line 67: | Line 67: | ||
<sqf>if (whatever) exitWith {true}; false;</sqf> | <sqf>if (whatever) exitWith {true}; false;</sqf> | ||
Forget about it, will not work. Instead use: | Forget about it, will not work. Instead use: | ||
< | <sqf>if (whatever) then {true} else {false};</sqf> | ||
100% satisfaction guaranteed! | 100% satisfaction guaranteed! | ||
</dd> | </dd> | ||
</dl> | </dl> |
Revision as of 20:08, 13 May 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 fires; executed in missionNamespace by default. Several Magic Variables are available:
- Event Handler parameters are accessible via _this.
- The Event Handler type is available as _thisEvent.
- The Event Handler index is available as _thisEventHandler.
- 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:
- Example 2:
- this addEventHandler ["Killed", { params ["_unit", "_killer"]; systemChat format ["%1 has been killed by %2.", _unit, _killer]; }];
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: Forget about it, will not work. Instead use: 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