Event Handlers – ArmA: Armed Assault

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=Introduction=
{{TOC|side}}
Event handlers are attached to objects, and allow you to automatically execute custom code upon particular events being triggered by that object.
 
These event handlers are added to objects using the [[addEventHandler]] command, or in the object's configuration file (see below).
 


== General MP Note ==
== General MP Note ==
Line 6: Line 10:




== Event Handlers in Config.cpp ==
Scripting can be used to add an event handler to specific object in-game. However, for custom created content, you can add event handlers to '''all''' objects of a given type by placing them in the object's config. Example:
<syntaxhighlight lang="cpp">
class CfgVehicles
{
//...
//(other config code)
//...
class myVehicle: car
{
//...
//(other config code)
//...
class EventHandlers
{
init = "_this execVM 'myscript.sqf'";
fired = "_this execVM 'otherscript.sqf'";
};
};
};
</syntaxhighlight>
{{Feature | Informative | Event handlers added in the config can '''not''' be removed using the [[removeEventHandler]] command.}}
== Other Event-Based Scripts ==
See [[User_Interface_Event_Handlers]] for event handlers used in displays/dialogs.
Also see [[Event Scripts]] for special scripts that are triggered under certain global events.


=Event Handler List=
= Event Handler List =
 
 
== AnimChanged ==


== AnimChanged ==
Trigerred everytime a new animation is started.
Trigerred everytime a new animation is started.


Unknown MP behaviour. Probably local.
Global.


Passed array: '''[unit, anim]'''
Passed array: '''[unit, anim]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to
* anim: [[String]] - Name of the anim that started<br />
* anim: [[String]] - Name of the anim that started




== AnimDone ==
== AnimDone ==
Trigerred everytime an animation is finished.
Trigerred everytime an animation is finished.


Line 27: Line 67:
Passed array: '''[unit, anim]'''
Passed array: '''[unit, anim]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to
* anim: [[String]] - Name of the anim that has been finished<br />
* anim: [[String]] - Name of the anim that has been finished
 


== Dammaged ==


== Dammaged ==
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. <br>
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.  
(Does not fire if damage is set via [[setDammage]].)
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)


Global.
Global.
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)


Passed array: '''[unit, selectionName, damage]'''
Passed array: '''[unit, selectionName, damage]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to
* selectionName: [[String]] - Name of the selection where the unit was damaged<br />
* selectionName: [[String]] - Name of the selection where the unit was damaged
* damage: [[Number]] - Resulting level of damage
* damage: [[Number]] - Resulting level of damage


== Engine ==  
 
== Engine ==
 
Triggered when the engine of the unit is turned on/off.
Triggered when the engine of the unit is turned on/off.


Global.
Global.


There is a bug in MP: On clients where the vehicle is not local, ''engineState'' is always false, so you should use the following instead.
Passed array: '''[vehicle, engineState]'''


'''_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}]'''
* vehicle: [[Object]] - Vehicle the event handler is assigned to <br>
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off


Passed array: '''[vehicle, engineState]'''


* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
== Fired ==
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off


==Fired==
Triggered when the unit fires a weapon.<br>
Triggered when the unit fires a weapon.<br>
This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.
This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.


Global.  
Global.


Passed array: '''[unit, weapon, muzzle, mode, ammo]'''
Passed array: '''[unit, weapon, muzzle, mode, ammo]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br>
* weapon: [[String]] - Fired weapon <br />
* weapon: [[String]] - Fired weapon <br>
* muzzle: [[String]] - Muzzle which was used <br />
* muzzle: [[String]] - Muzzle that was used <br>
* mode: [[String]] - Current mode of the fired weapon<br />  
* mode: [[String]] - Current mode of the fired weapon<br>
* ammo: [[String]] - Ammo used
* ammo: [[String]] - Ammo used


==Fuel==  
 
== Fuel ==
 
Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle).
Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle).


Global.  
Global.


Passed array: '''[vehicle, fuelState]'''
Passed array: '''[vehicle, fuelState]'''


* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
* vehicle: [[Object]] - Vehicle the event handler is assigned to <br>
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
* fuelState: [[Boolean]] - [[false]] when no fuel, [[true]] when the fuel tank is full
 
 
== Gear ==


 
==Gear==
Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane").
Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane").


Global.  
Global.


Passed array: '''[vehicle, gearState]'''
Passed array: '''[vehicle, gearState]'''


* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
* vehicle: [[Object]] - Vehicle the event handler is assigned to <br>
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted


 
 
==GetIn==  
== GetIn ==
 
Triggered when a unit enters the object (only useful when the event handler is assigned to a vehicle). It does not trigger upon a change of positions within the same vehicle. It also is not triggered by the moveInX commands.
Triggered when a unit enters the object (only useful when the event handler is assigned to a vehicle). It does not trigger upon a change of positions within the same vehicle. It also is not triggered by the moveInX commands.


Global.  
Global.


Passed array: '''[vehicle, position, unit]'''
Passed array: '''[vehicle, position, unit]'''
Line 105: Line 150:
* unit: [[Object]] - Unit that entered the vehicle
* unit: [[Object]] - Unit that entered the vehicle


==GetOut==  
 
== GetOut ==
 
Triggered when a unit gets out from the object, works the same way as GetIn.
Triggered when a unit gets out from the object, works the same way as GetIn.


Global.  
Global.


 
==Hit==
Triggered when the unit is hit/damaged.


Is ''not'' always triggered when unit is killed by a hit.<br>Most of the time only the [[ArmA:_Event_Handlers#Killed|killed]] event handler is triggered when a unit dies from a hit.<br>The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.
== Hit ==


Local.  
Triggered when the unit is hit/damaged.
 
Is ''not'' always triggered when unit is killed by a hit.<br>
Most of the time only the [[ArmA:_Event_Handlers#Killed|killed]] event handler is triggered when a unit dies from a hit.<br>
The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.
 
Local.


Passed array: '''[unit, causedBy, damage]'''
Passed array: '''[unit, causedBy, damage]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br>
* causedBy: [[Object]] - Object that caused the damage.<br />Contains the unit itself in case of collisions. <br />
* causedBy: [[Object]] - Object that caused the damage.<br>Contains the unit itself in case of collisions. <br>
* damage: [[Number]] - Level of damage caused by the hit
* damage: [[Number]] - Level of damage caused by the hit


==Init==
Triggered on mission start or when a vehicle is created on the fly using [[createVehicle]]. It is also triggered  for a unit when that unit exits (disembarks) a vehicle.


Global.  
== Init ==
 
Triggered on mission start or when a vehicle is created on the fly using [[createVehicle]].
 
Global.


Passed array: '''[unit]'''
Passed array: '''[unit]'''


* unit: [[Object]] - Object the event handler is assigned to  
* unit: [[Object]] - Object the event handler is assigned to


 
==IncomingMissile==
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.


Global.  
== IncomingMissile ==
 
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired.
 
Global.


Passed array: '''[unit, ammo, whoFired]'''
Passed array: '''[unit, ammo, whoFired]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br>
* ammo: [[String]] - Ammo type that was fired on the unit <br />
* ammo: [[String]] - Ammo type that was fired on the unit <br>
* whoFired: [[Object]] - Object that fired the weapon
* whoFired: [[Object]] - Object that fired the weapon




==Killed==  
== Killed ==
 
Triggered when the unit is killed.
Triggered when the unit is killed.


Local.  
Local.


Passed array: '''[unit, killer]'''
Passed array: '''[unit, killer]'''


* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br>
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions. <br />
* killer: [[Object]] - Object that killed the unit<br>Contains the unit itself in case of collisions. <br>




==LandedTouchDown==  
== LandedTouchDown ==
 
Triggered when a plane (AI or player) touches the ground.
Triggered when a plane (AI or player) touches the ground.


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Passed array: '''[plane, airportID]'''
Passed array: '''[plane, airportID]'''


* plane: [[Object]] - Object the event handler is assigned to <br />
* plane: [[Object]] - Object the event handler is assigned to <br>
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br />
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br>
 
 
== LandedStopped ==


==LandedStopped==
Triggered when an AI pilot would get out usually. Not executed for player.
Triggered when an AI pilot would get out usually. Not executed for player.


Probably local, needs testing. [[AnswerMe]]
Local.


Passed array: '''[plane, airportID]'''
Passed array: '''[plane, airportID]'''


* plane: [[Object]] - Object the event handler is assigned to <br />
* plane: [[Object]] - Object the event handler is assigned to <br>
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br />
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br>
 


[[Category: Event Handlers]]
[[Category: Event Handlers|Arma 1:Event Handlers]]
{{GameCategory|arma1|Editing}}

Revision as of 14:08, 22 June 2021

Event handlers are attached to objects, and allow you to automatically execute custom code upon particular events being triggered by that object.

These event handlers are added to objects using the addEventHandler command, or in the object's configuration file (see below).


General MP Note

As opposed to OFP EHs, in ArmA a respawned unit still has the EHs it had before, so it is no longer required to re-add EHs after respawning.


Event Handlers in Config.cpp

Scripting can be used to add an event handler to specific object in-game. However, for custom created content, you can add event handlers to all objects of a given type by placing them in the object's config. Example:

class CfgVehicles
{
	//...
	//(other config code)
	//...

	class myVehicle: car
	{
		//...
		//(other config code)
		//...

		class EventHandlers
		{
			init = "_this execVM 'myscript.sqf'";
			fired = "_this execVM 'otherscript.sqf'";
		};
	};
};
Event handlers added in the config can not be removed using the removeEventHandler command.


Other Event-Based Scripts

See User_Interface_Event_Handlers for event handlers used in displays/dialogs.

Also see Event Scripts for special scripts that are triggered under certain global events.

Event Handler List

AnimChanged

Trigerred everytime a new animation is started.

Global.

Passed array: [unit, anim]

  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that started


AnimDone

Trigerred everytime an animation is finished.

Unknown MP behaviour. Probably local.

Passed array: [unit, anim]

  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that has been finished


Dammaged

Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.
(Does not fire if damage is set via setDammage.) (If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)

Global.

Passed array: [unit, selectionName, damage]

  • unit: Object - Object the event handler is assigned to
  • selectionName: String - Name of the selection where the unit was damaged
  • damage: Number - Resulting level of damage


Engine

Triggered when the engine of the unit is turned on/off.

Global.

Passed array: [vehicle, engineState]

  • vehicle: Object - Vehicle the event handler is assigned to
  • engineState: Boolean - True when the engine is turned on, false when turned off


Fired

Triggered when the unit fires a weapon.
This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.

Global.

Passed array: [unit, weapon, muzzle, mode, ammo]

  • unit: Object - Object the event handler is assigned to
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used


Fuel

Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle).

Global.

Passed array: [vehicle, fuelState]

  • vehicle: Object - Vehicle the event handler is assigned to
  • fuelState: Boolean - false when no fuel, true when the fuel tank is full


Gear

Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane").

Global.

Passed array: [vehicle, gearState]

  • vehicle: Object - Vehicle the event handler is assigned to
  • gearState: Boolean - True when the gear is lowered, false when retracted


GetIn

Triggered when a unit enters the object (only useful when the event handler is assigned to a vehicle). It does not trigger upon a change of positions within the same vehicle. It also is not triggered by the moveInX commands.

Global.

Passed array: [vehicle, position, unit]

  • vehicle: Object - Vehicle the event handler is assigned to
  • position: String - Can be either "driver", "gunner", "commander" or "cargo"
  • unit: Object - Unit that entered the vehicle


GetOut

Triggered when a unit gets out from the object, works the same way as GetIn.

Global.


Hit

Triggered when the unit is hit/damaged.

Is not always triggered when unit is killed by a hit.
Most of the time only the killed event handler is triggered when a unit dies from a hit.
The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.

Local.

Passed array: [unit, causedBy, damage]

  • unit: Object - Object the event handler is assigned to
  • causedBy: Object - Object that caused the damage.
    Contains the unit itself in case of collisions.
  • damage: Number - Level of damage caused by the hit


Init

Triggered on mission start or when a vehicle is created on the fly using createVehicle.

Global.

Passed array: [unit]

  • unit: Object - Object the event handler is assigned to


IncomingMissile

Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired.

Global.

Passed array: [unit, ammo, whoFired]

  • unit: Object - Object the event handler is assigned to
  • ammo: String - Ammo type that was fired on the unit
  • whoFired: Object - Object that fired the weapon


Killed

Triggered when the unit is killed.

Local.

Passed array: [unit, killer]

  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit
    Contains the unit itself in case of collisions.


LandedTouchDown

Triggered when a plane (AI or player) touches the ground.

Local.

Passed array: [plane, airportID]

  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else).


LandedStopped

Triggered when an AI pilot would get out usually. Not executed for player.

Local.

Passed array: [plane, airportID]

  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else).