Event Handlers – ArmA: Armed Assault Talk

From Bohemia Interactive Community
Revision as of 22:34, 30 March 2007 by TeRp (talk | contribs) (AnimDone & AnimChanged)
Jump to navigation Jump to search

It might be worth mentioning that the Init event is also call when an object based on class man, exits a vehicle?

There are more advanced issues regarding the timing of events. In particular init events and the init.sqs and the init field of the mission editor. But I'm not sure this is within the scope of the wiki? UNN 21:56, 10 October 2006 (CEST)

Well, I would suggest to add this information as it is quite important to now - e.g. that infantry init-evs don't get fired when they start inside of a vehicle and that they fire each time the specific infantrytype is getting out of a vehicle. I was one of those persons who had to find it out by myself which took me some time I could have used much better when that info was available easily ;) --TeRp 02:22, 11 October 2006 (CEST)
Yep, this definitely is within the scope of the biki! Such knowledge is what we need here. --raedor 02:43, 11 October 2006 (CEST)

In OFP, the GetIn/GetOut event handlers do not fire when changing positions within a vehicle. Has this been tested for ArmA?

The "Dammaged" event handler seems to be passing the wrong damage amounts. shooting the unit in the arms without killing it sometimes passes an amount of 1. maybe the damage is calculated per body part? ex. hands have a damage of 1 while the legs have a damage of 0.

"hit" EH is not triggered when object gets killed (in OFP "hit" was always triggered )-- bdfy

AnimDone & AnimChanged

Do the animDone and AnimChanged Eventhandlers work on vehicles? I can only get them working for class men, but I'm looking for a way to detect anim changes on a vehicle (e.g. of a door) without having to use a loop. --TeRp 23:34, 30 March 2007 (CEST)