addEventHandler: Difference between revisions
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Dr Eyeball (talk | contribs) (Arg's are actually local for some EH's. Notes taken from "Category:Event_Handlers") |
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[[Image:arguments_local.gif]] | [[Image:arguments_local.gif]] | ||
"Killed" and "Hit" eventhandlers are executed where given unit is local. |= | "Killed" and "Hit" eventhandlers are executed where given unit is local. |= | ||
| | | [[removeEventHandler]], [[removeAllEventHandlers]], [[addEventHandler (VBS2)]], [[Armed Assault:_EventHandlers_List|ArmA EventHandlers list]] | ||
|= See also | |= See also | ||
Revision as of 15:48, 14 May 2009
Description
- Description:
- Adds an event handler to a given unit. For more information about event handlers and their types check the scripting topic Event handlers in this reference. You may add as many event handlers of any type as you like to every unit, if you add an event handler of type "killed" and there already exists one, the old one doesn't get overwritten. Use removeEventHandler to delete event handlers. Every event will create an array named _this, which contains specific information about the particular event. (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer.)
- Multiplayer:
- Event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns). "Killed" and "Hit" eventhandlers are executed where given unit is local.
- Groups:
- Uncategorised
Syntax
- Syntax:
- Number = object addEventHandler [type, command]
- Parameters:
- object: Object
- [type, command]: Array
- type: String - Event Handler type
- command: Code or String - code that should be executed once the event occurs
- Return Value:
- Number - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler. (optional)
Examples
- Example 1:
_EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}]
- Example 2:
this addEventHandler ["killed", "hint format['Killed by %1',_this select 1]"]
Additional Information
Notes
-
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Notes
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Resistance version 1.85
- Operation Flashpoint: Resistance: New Scripting Commands
- Operation Flashpoint: Resistance: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- Scripting Commands OFP 1.96
- Scripting Commands ArmA
- Command Group: Activators