Event Handlers – Arma 3
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An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered. | An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered. | ||
See also [[Event Scripts]] for special event triggered scripts. | |||
== | == addEventHandler == | ||
Object event handler, always executed on the computer where it was added. | |||
Commands: | |||
* [[addEventHandler]] | |||
* [[removeEventHandler]] | |||
* [[removeAllEventHandlers]] | |||
'''Example:''' | |||
mySoldier addEventHandler ["Killed",{[[hint]] [[format]] ["%1 was killed by %2",[[name]] (_this [[select]] 0),name (_this select 1)];}] | |||
== | === Default === | ||
{| class="wikitable sortable" | |||
! Class | |||
! class="unsortable" | Description | |||
! class="unsortable" | Arguments | |||
! class="unsortable" | MP-Effects | |||
! Since | |||
|- | |||
| <!-- Title --> | |||
==== AnimChanged ==== | |||
| <!-- Description --> | |||
Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* anim: [[String]] - Name of the anim that is started | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2|1.00}} | |||
= | |- | ||
| <!-- Title --> | |||
==== AnimDone ==== | |||
| <!-- Description --> | |||
Triggered every time an animation is finished. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* anim: [[String]] - Name of the anim that has been finished | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2|1.00}} | |||
== | |- | ||
| <!-- Title --> | |||
==== AnimStateChanged ==== | |||
| <!-- Description --> | |||
Triggered every time an animation state changes. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* anim: [[String]] - Name of the anim that has been started | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2|1.00}} | |||
|- | |||
| <!-- Title --> | |||
==== ContainerClosed ==== | |||
| <!-- Description --> | |||
Triggers when player finished accessing cargo container. This event handler is similar to "InventoryClosed" EH, but needs to be assigned to the container rather than the player. Note: will trigger only for the unit opening container. | |||
| <!-- Arguments --> | |||
* container: [[Object]] - Cargo container. | |||
* player: [[Object]] - Unit who accessed the container. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.32}} | |||
== | |- | ||
| <!-- Title --> | |||
==== ContainerOpened ==== | |||
| <!-- Description --> | |||
Triggers when cargo container is accessed by player. This event handler is similar to "InventoryOpened" EH, but needs to be assigned to the container rather than the player and cannot be overridden. Note: will trigger only for the unit opening container.. | |||
| <!-- Arguments --> | |||
* container: [[Object]] - Cargo container. | |||
* player: [[Object]] - Unit who accessed the container. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.32}} | |||
|- | |||
| <!-- Title --> | |||
==== ControlsShifted ==== | |||
| <!-- Description --> | |||
Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is [[local]] and EH was added. | |||
'''Notes:''' | |||
* If helicopter is [[local]] to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC. This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on the server PC, but subsequent co-pilot "Release Controls" action will trigger it on co-pilot's PC. | |||
* | | <!-- Arguments --> | ||
* | * vehicle: [[Object]] - Vehicle which controls were shifted. | ||
* newController: [[Object]] - Unit who controls vehicle after this event. | |||
* oldController: [[Object]] - Unit who controled vehicle before this event. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.00}} | |||
|- | |||
| <!-- Title --> | |||
==== Dammaged ==== | |||
| <!-- Description --> | |||
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | ||
'''Notes:''' | |||
* If simultaneous damage occured (e.g. via grenade) EH might be triggered several times. | |||
* The Dammaged EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* unit: [[Object]] - Object the event handler is assigned to | * hitSelection: [[String]] - Name of the selection where the unit was damaged | ||
* | |||
* damage: [[Number]] - Resulting level of damage | * damage: [[Number]] - Resulting level of damage | ||
''(Since Arma 3 v 1.67)'' | |||
* hitPartIndex: [[Number]] - hit index of the hit selection | |||
* hitPoint: [[String]] - hit point Cfg name | |||
''(Since Arma 3 v 1.69)'' | |||
* shooter: [[Object]] - shooter reference (to get instigator use [[getShotParents]] on projectile) | |||
* projectile: [[Object]] - the projectile that caused damage | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
== | |- | ||
| <!-- Title --> | |||
==== Deleted ==== | |||
| <!-- Description --> | |||
Triggered just before the assigned entity is deleted. | |||
| <!-- Arguments --> | |||
* entity: [[Object]] - Object the event handler is assigned to | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma 3|1.67}} | |||
|- | |||
| <!-- Title --> | |||
==== Engine ==== | |||
| <!-- Description --> | |||
Triggered when the engine of the unit is turned on/off. | Triggered when the engine of the unit is turned on/off. | ||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | |||
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off | * engineState: [[Boolean]] - True when the engine is turned on, false when turned off | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
== EpeContact == | |- | ||
| <!-- Title --> | |||
==== EpeContact ==== | |||
| <!-- Description --> | |||
Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | ||
| <!-- Arguments --> | |||
* object1: [[Object]] - Object with attached handler. | |||
* object2: [[Object]] - Object which is colliding with object1. | |||
* object1: [[Object]] - Object with attached handler. | |||
* object2: [[Object]] - Object which is colliding with object1. | |||
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned. | * select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned. | ||
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned. | * select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned. | ||
* force: [[Number]] - Force of collision. | * force: [[Number]] - Force of collision. | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.00}} | |||
== EpeContactEnd == | |- | ||
| <!-- Title --> | |||
==== EpeContactEnd ==== | |||
| <!-- Description --> | |||
Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | ||
| <!-- Arguments --> | |||
* object1: [[Object]] - Object with attached handler. | |||
* object2: [[Object]] - Object which is colliding with object1. | |||
* object1: [[Object]] - Object with attached handler. | |||
* object2: [[Object]] - Object which is colliding with object1. | |||
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned. | * select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned. | ||
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned. | * select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned. | ||
* force: [[Number]] - Force of collision. | * force: [[Number]] - Force of collision. | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.00}} | |||
== EpeContactStart == | |- | ||
| <!-- Title --> | |||
==== EpeContactStart ==== | |||
| <!-- Description --> | |||
Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. | ||
| <!-- Arguments --> | |||
* object1: [[Object]] - Object with attached handler. | |||
* object2: [[Object]] - Object which is colliding with object1. | |||
* object1: [[Object]] - Object with attached handler. | |||
* object2: [[Object]] - Object which is colliding with object1. | |||
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned. | * select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned. | ||
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned. | * select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned. | ||
* force: [[Number]] - Force of collision. | * force: [[Number]] - Force of collision. | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.00}} | |||
== Explosion == | |- | ||
| <!-- Title --> | |||
Triggered when a vehicle or unit is damaged by a nearby explosion. | ==== Explosion ==== | ||
| <!-- Description --> | |||
Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated. | |||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - Object the event handler is assigned to | * vehicle: [[Object]] - Object the event handler is assigned to | ||
* damage: [[Number]] - Damage inflicted to the object | * damage: [[Number]] - Damage inflicted to the object | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|0.76}} | |||
== Fired == | |- | ||
| <!-- Title --> | |||
==== Fired ==== | |||
| <!-- Description --> | |||
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. When "Manual Fire" is used, the ''gunner'' is [[objNull]] if gunner is not present or the ''gunner'' is not the one who fires. To check if "Manual Fire" is on, use [[isManualFire]]. The actual shot instigator could be retrieved with [[getShotParents]] command. | ||
| <!-- Arguments --> | |||
* 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 /> | ||
Line 158: | Line 237: | ||
* ammo: [[String]] - Ammo used <br /> | * ammo: [[String]] - Ammo used <br /> | ||
* magazine: [[String]] - magazine name which was used<br /> | * magazine: [[String]] - magazine name which was used<br /> | ||
* projectile: [[Object]] - Object of the projectile that was shot | ''(Since Arma 2 OA)'' | ||
* projectile: [[Object]] - Object of the projectile that was shot out | |||
''(Since Arma 3 v 1.65)'' | |||
* gunner: [[Object]] - gunner whose weapons are firing. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
== | |- | ||
| <!-- Title --> | |||
Triggered when a weapon is | ==== FiredMan ==== | ||
| <!-- Description --> | |||
Triggered when the unit fires a weapon. This EH must be attached to a soldier and unlike with "Fired" EH, it will fire regardless of whether the soldier is on foot or firing vehicle weapon. For [[remoteControl]]ed unit use "Fired" EH instead. | |||
[[ | | <!-- Arguments --> | ||
* unit: [[Object]] - Unit the event handler is assigned to (the instigator) | |||
* weapon: [[String]] - Fired weapon | |||
* muzzle: [[String]] - Muzzle that was used | |||
* mode: [[String]] - Current mode of the fired weapon | |||
* ammo: [[String]] - Ammo used | |||
* magazine: [[String]] - magazine name which was used | |||
* projectile: [[Object]] - Object of the projectile that was shot out | |||
* vehicle: [[Object]] - Vehicle, if weapon is vehicle weapon, otherwise [[objNull]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.65}} | |||
|- | |||
| <!-- Title --> | |||
==== FiredNear ==== | |||
| <!-- Description --> | |||
Triggered when a weapon is fired somewhere ''near'' the unit or vehicle. It is also triggered if the unit itself is firing. (Exception(s): the Throw weapon wont broadcast the FiredNear event). When "Manual Fire" is used, the ''gunner'' is [[objNull]] if gunner is not present or the ''gunner'' is not the one who fires. To check if "Manual Fire" is on, use [[isManualFire]]. The actual shot instigator could be retrieved with [[getShotParents]] command. | |||
{{GVI|Arma 3|1.30|}} Works with thrown weapons. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | * unit: [[Object]] - Object the event handler is assigned to | ||
* | * vehicle: [[Object]] - Object which fires a weapon near the unit | ||
* distance: [[Number]] - Distance in meters between the ''unit'' and ''firer'' (max. distance ~69m) | * distance: [[Number]] - Distance in meters between the ''unit'' and ''firer'' (max. distance ~69m) | ||
* weapon: [[String]] - Fired weapon | * weapon: [[String]] - Fired weapon | ||
Line 177: | Line 279: | ||
* mode: [[String]] - Current mode of the fired weapon | * mode: [[String]] - Current mode of the fired weapon | ||
* ammo: [[String]] - Ammo used | * ammo: [[String]] - Ammo used | ||
''(Since Arma 3 v 1.65)'' | |||
* gunner: [[Object]] - gunner, whose weapons are fired | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2|1.00}} | |||
== Fuel == | |- | ||
| <!-- Title --> | |||
==== Fuel ==== | |||
| <!-- Description --> | |||
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). | ||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | |||
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full | * fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|global}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
|- | |||
| <!-- Title --> | |||
==== Gear ==== | |||
| <!-- Description --> | |||
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"). | ||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | |||
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted | * gearState: [[Boolean]] - True when the gear is lowered, false when retracted | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|global}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
|- | |||
| <!-- Title --> | |||
Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. This EH is | ==== GetIn ==== | ||
| <!-- Description --> | |||
Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. This EH is triggered by moveInXXXX commands and "GetInXXXX" [[action]]s, but not upon a seat change within the same vehicle. | |||
In vehicles with multi-turret setup, entering any turret will show "gunner" for position. | |||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | * vehicle: [[Object]] - Vehicle the event handler is assigned to | ||
* position: [[String]] - Can be either "driver", "gunner | * position: [[String]] - Can be either "driver", "gunner" or "cargo" | ||
* unit: [[Object]] - Unit that entered the vehicle | * unit: [[Object]] - Unit that entered the vehicle | ||
''(Since Arma 3 v1.36)'' | |||
* turret: [[Array]] - turret path | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
|- | |||
< | | <!-- Title --> | ||
==== GetInMan ==== | |||
| <!-- Description --> | |||
Triggers when a unit enters a vehicle. Similar to "GetIn" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was [[local]]. This EH is triggered by moveInXXXX commands and "GetInXXXX" [[action]]s. | |||
== | | <!-- Arguments --> | ||
* unit: [[Object]] - Unit the event handler is assigned to | |||
* position: [[String]] - Can be either "driver", "gunner" or "cargo" | |||
* vehicle: [[Object]] - Vehicle the unit entered | |||
Triggers when a unit | * turret: [[Array]] - turret path | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.57}} | |||
|- | |||
| <!-- Title --> | |||
==== GetOut ==== | |||
| <!-- Description --> | |||
Triggers when a unit gets out from a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. This EH is triggered by [[moveOut]], "GetOut" & "Eject" [[action]]s, if an [[alive]] [[crew]] member disconnects or is deleted, but not upon a seat change within the same vehicle. | |||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - Vehicle the event handler is assigned to | * vehicle: [[Object]] - Vehicle the event handler is assigned to | ||
* position: [[String]] - Can be either "driver", "gunner | * position: [[String]] - Can be either "driver", "gunner" or "cargo" | ||
* unit: [[Object]] - Unit that left the vehicle | * unit: [[Object]] - Unit that left the vehicle | ||
* turret: [[Array]] - turret path (since Arma 3 v1.36) | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
|- | |||
| <!-- Title --> | |||
==== GetOutMan ==== | |||
} | | <!-- Description --> | ||
Triggers when a unit exits a vehicle. Similar to "GetOut" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was [[local]]. This EH is triggered by [[moveOut]] and "GetOut" & "Eject" [[action]]s. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - unit the event handler is assigned to | |||
* position: [[String]] - Can be either "driver", "gunner" or "cargo" | |||
* vehicle: [[Object]] - Vehicle that the unit left | |||
* turret: [[Array]] - turret path | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.57}} | |||
|- | |||
| <!-- Title --> | |||
==== HandleDamage ==== | |||
| <!-- Description --> | |||
Triggers when the unit is damaged and fires for each damaged selection separately (Note: Currently, in Arma 3 v1.70 it triggers for every selection of a vehicle, no matter if the section was damaged or not). Works with all vehicles. This EH can accept a remote unit as argument however it will only fire when the unit is [[local]] to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently [[local]] will fire. | |||
If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing. Return value of 0 will make the unit invulnerable if damage is not scripted in other ways (i.e using [[setDamage]] and/or [[setHit]] for additional damage handling). If no value is returned, the default damage processing will be done. This allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered. | |||
If | '''Notes:''' | ||
* Multiple "HandleDamage" event handlers can be added to the same unit. If multiple EHs return damage value for custom damage handling, only last returned value will be considered by the engine. EHs that do not return value can be safely added after EHs that do return value. | |||
* You can save the last event as timestamp ([[diag_tickTime]]) onto the unit, as well as the current health of the unit/its selections, with [[setVariable]] and query it on each "HandleDamage" event with [[getVariable]] to define a system how to handle the "HandleDamage" event. | |||
* "HandleDamage" will continue to trigger even if the unit is already dead. | |||
* "HandleDamage" is persistent. If you add it to the [[player]] object, it will continue to exist after player respawned. | |||
* "HandleDamage" can trigger "twice" per damage event. Once for direct damage, once for indirect damage (explosive damage). This can happen even in the same frame, but is unlikely. | |||
Additional [https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/ Celery's explanation (Updated by ShadowRanger for Arma 3)]. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to. | * unit: [[Object]] - Object the event handler is assigned to. | ||
* | * hitSelection: [[String]] - Name of the selection where the unit was damaged. "" for over-all structural damage, "?" for unknown selections. | ||
* damage: [[Number]] - Resulting level of damage for the selection. | * damage: [[Number]] - Resulting level of damage for the selection. | ||
* source: [[Object]] - The source unit that caused the damage. | * source: [[Object]] - The source unit that caused the damage. | ||
* projectile: [[String]] - Classname of the projectile that caused inflicted the damage. ("" for unknown, such as falling damage.) | * projectile: [[String]] - Classname of the projectile that caused inflicted the damage. ("" for unknown, such as falling damage.) | ||
''(Since Arma 3 v1.49)'' | |||
* hitPartIndex: [[Number]] - Hit part index of the hit point, -1 otherwise. | |||
''(Since Arma 3 v1.65)'' | |||
* instigator: [[Object]] - Person who pulled the trigger | |||
''(Since Arma 3 v 1.67)'' | |||
* hitPoint: [[String]] - hit point Cfg name | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2|1.00}} | |||
This code | |- | ||
<code> | | <!-- Title --> | ||
==== HandleHeal ==== | |||
| <!-- Description --> | |||
Triggered when unit starts to heal (player using heal action or AI heals after being ordered). Triggers only on PC where EH is added and unit is [[local]]. If code returns false, engine side healing follows. Return true if you handle healing in script, use [[AISFinishHeal]] to tell engine that script side healing is done. See also [[lifeState]] and [[setUnconscious]] commands.<br><br>'''NOTE''': This Event Handler is broken but somewhat usable. When attached to a unit it will fire when medic action is started (not finished!) on the unit. _this [[select]] 0 will be the unit itself, _this [[select]] 1 will be the healer. The 3rd param will always be [[false]] and neither returning [[true]] nor using [[AISFinishHeal]] will have any effect on engine's default healing behaviour. If unit walks away from the healer during healing action, the heal will not finish but there is no way of detecting this within "handleheal" framework. | |||
<br><br>This code will fix unit to 100% health after self-use of medpack:<code>0 = this [[addEventHandler]] ["HandleHeal", { | |||
_this [[spawn]] { | |||
_injured = _this [[select]] 0; | |||
_healer = _this [[select]] 1; | |||
_damage = [[damage]] _injured; | |||
[[if]] (_injured == _healer) [[then]] { | |||
[[waitUntil]] {[[damage]] _injured != _damage}; | |||
[[if]] ([[damage]] _injured < _damage) [[then]] { | |||
_injured [[setDamage]] 0; | |||
}; | |||
}; | |||
}; | |||
}];</code> | |||
| <!-- Arguments --> | |||
* unit: [[Object]] | |||
* healer: [[Object]] | |||
* healercanheal: [[Boolean]] - true when healer is corpsman | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2|1.00}} | |||
|- | |||
| <!-- Title --> | |||
==== HandleRating ==== | |||
| <!-- Description --> | |||
Triggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill. If EH code returns [[Number]], this will override default engine behaviour and the resulting value added will be the one returned by EH code. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to <br /> | |||
* rating: [[Number]] - rating to be added | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma 3|1.32}} | |||
''' | |- | ||
| <!-- Title --> | |||
==== HandleScore ==== | |||
| <!-- Description --> | |||
Triggered when engine adds score to overall score of the unit, usually after a kill. If the EH code returns [[true]] or [[Nothing]], the default engine score is applied, if it returns [[false]], the engine score doesn't get added. For remote units like players, the event does not persist after respawn, and must be re-added to the new unit. <br><br>'''NOTE:''' MP only, server only. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to <br /> | |||
* object: [[Object]] - object for which score was awarded <br /> | |||
* score: [[Number]] - score to be added | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma 3|1.31}} | |||
|- | |||
| <!-- Title --> | |||
==== Hit ==== | |||
| <!-- Description --> | |||
Triggered when the unit is hit/damaged. | 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.<br>Does not fire when a unit is set to allowDamage false. | 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.<br>Does not fire when a unit is set to allowDamage false. | ||
| <!-- Arguments --> | |||
* 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 | ||
''(Since Arma 3 v1.65)'' | |||
* instigator: [[Object]] - Person who pulled the trigger | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
== HitPart == | |- | ||
| <!-- Title --> | |||
==== HitPart ==== | |||
| <!-- Description --> | |||
Runs when the object it was added to gets injured/damaged. It returns the position and component that was hit on the object within a nested array, this is because the model may have more than one selection name for the hit component (i.e. a single piece of geometry can be simultaneously part of multiple, overlapping named selections). | |||
[[ | While you can add "HitPart" handler to a remote unit, the respectful [[addEventHandler]] command must be executed on the shooter's PC and will only fire on shooter's PC as well. The event will not fire if the shooter is not local, even if the target itself is local. Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation. | ||
'''Notes''' | |||
* The hit values from the ammo array are derived from the projectile's [[CfgAmmo Config Reference|CfgAmmo]] class, and do not match the actual damage inflicted, which is usually lower due to armor and other factors. | |||
* This EH returns array of sub-arrays [[...],[...],...[...]]. Each sub-array contains data for the part that was hit as usually multiple parts are hit at the same time (see [[HitPart_Sample]]). The structure of each sub-array is listed on the right -> | |||
| <!-- Arguments --> | |||
* target: [[Object]] - Object that got injured/damaged. | * target: [[Object]] - Object that got injured/damaged. | ||
* shooter: [[Object]] - Unit that inflicted the damage. If injured by a vehicle impact or a fall the target itself is returned, or, in case of explosions, the [[objNull|null object]]. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned. | * shooter: [[Object]] - Unit or vehicle that inflicted the damage. If injured by a vehicle impact or a fall the target itself is returned, or, in case of explosions, the [[objNull|null object]]. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned. | ||
* bullet: [[Object]] - Object that was fired. | * bullet: [[Object]] - Object that was fired. | ||
* position: [[Position3D]] - Position the bullet impacted (ASL). | * position: [[Position3D]] - Position the bullet impacted (ASL). | ||
Line 342: | Line 512: | ||
* surface: [[String]] - Surface type struck. | * surface: [[String]] - Surface type struck. | ||
* direct: [[Boolean]] - [[true]] if object was directly hit, [[false]] if it was hit by indirect/splash damage. | * direct: [[Boolean]] - [[true]] if object was directly hit, [[false]] if it was hit by indirect/splash damage. | ||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.60}} | |||
|- | |||
| <!-- Title --> | |||
==== Init ==== | |||
| <!-- Description --> | |||
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
[[ | |- | ||
| <!-- Title --> | |||
==== HandleIdentity ==== | |||
| <!-- Description --> | |||
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment. If EH scope returns [[true]], the default engine identity application is overridden. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.60}} | |||
== | |- | ||
| <!-- Title --> | |||
==== IncomingMissile ==== | |||
| <!-- Description --> | |||
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired. | |||
| <!-- Arguments --> | |||
* target: [[Object]] - Object the event handler is assigned to | |||
* ammo: [[String]] - Ammo type that was fired on the target | |||
''(Since Arma 3 v1.42)'' | |||
* vehicle: [[Object]] - Vehicle that fired the weapon. In case of soldier, unit is returned | |||
''(Since Arma 3 v1.65)'' | |||
* instigator: [[Object]] - Person who pulled the trigger | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
|- | |||
| <!-- Title --> | |||
==== InventoryClosed ==== | |||
| <!-- Description --> | |||
Triggered when unit closes inventory. | |||
<code>//Delete dropped items when inventory closed | |||
[[player]] [[addEventHandler]] ["InventoryClosed", { | |||
[[deleteVehicle]] (_this [[select]] 1); | |||
}];</code> | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* targetContainer: [[Object]] - connected container or weaponholder | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.22}} | |||
|- | |||
| <!-- Title --> | |||
Triggered when a | ==== InventoryOpened ==== | ||
| <!-- Description --> | |||
Triggered when unit opens inventory. End EH main scope with [[true]] to override the opening of the inventory in case you wish to handle it yourself: | |||
<code>//Create and open an ammo box when "Inventory" button is pressed | |||
[[player]] [[addEventHandler]] ["InventoryOpened", { | |||
[[player]] [[removeAllEventHandlers]] "InventoryOpened"; | |||
_box = "Box_NATO_Ammo_F" [[createVehicle]] [0,0,0]; | |||
_box [[setPos]] ([[player]] [[modelToWorld]] [0,1.5,0.5]); | |||
[[player]] [[action]] ["Gear", _box]; | |||
[[true]] //<-- inventory override | |||
}];</code> | |||
To return all nearby containers use [[nearSupplies]] command. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* targetContainer: [[Object]] - connected container or weaponholder | |||
''(Since Arma 3 v1.65.139079)'' | |||
* secondaryContainer: [[Object]] - second connected container or weaponholder or [[objNull]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.22}} | |||
|- | |||
| <!-- Title --> | |||
==== Killed ==== | |||
| <!-- Description --> | |||
Triggered when the unit is killed. | |||
Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the [[effectiveCommander]], but not always. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* killer: [[Object]] - Object that killed the unit. Contains the unit itself in case of collisions | |||
''(Since Arma 3 v1.65)'' | |||
* instigator: [[Object]] - Person who pulled the trigger | |||
''(Since Arma 3 v1.67)'' | |||
* useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|ofpr|1.85}} | |||
|- | |||
| <!-- Title --> | |||
==== LandedTouchDown ==== | |||
| <!-- Description --> | |||
Triggered when a plane (AI or player) touches the ground. | |||
| <!-- Arguments --> | |||
* plane: [[Object]] - Object the event handler is assigned to | |||
* airportID: [[Number]] - ID of the airport (-1 for anything else) | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.60}} | |||
|- | |||
| <!-- Title --> | |||
==== LandedStopped ==== | |||
| <!-- Description --> | |||
Triggered when an AI pilot would get out usually. Not executed for player. | |||
| <!-- Arguments --> | |||
* plane: [[Object]] - Object the event handler is assigned to | |||
* airportID: [[Number]] - ID of the airport (-1 for anything else) | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.60}} | |||
|- | |||
| <!-- Title --> | |||
==== Local ==== | |||
| <!-- Description --> | |||
Triggers when locality of object in MP is changed. The event handler only triggers on the computers that are directly involved in change of locality. So if EH is added to every computer on network, it will only trigger on 2 computers, on the computer that receives ownership of the object (new owner), in which case [[_this]] [[select]] 1 will be [[true]], and on the computer from which ownership is transferred (old owner), in which case [[_this]] [[select]] 1 will be [[false]]. | |||
| <!-- Arguments --> | |||
* object: [[Object]] - The object that changed locality. | |||
* local: [[Boolean]] - If the object is local on given computer. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.00}} | |||
|- | |||
| <!-- Title --> | |||
==== PostReset ==== | |||
| <!-- Description --> | |||
Triggers after PP effects have been reset by the engine | |||
| <!-- Arguments --> | |||
| <!-- Effects --> | |||
| <!-- Since --> | |||
|- | |||
| <!-- Title --> | |||
==== Put ==== | |||
| <!-- Description --> | |||
Triggers when a unit puts an item in a container. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Unit to which the event handler is assigned | |||
* container: [[Object]] - The container into which the item was placed (vehicle, box, etc.) | |||
* item: [[String]] - The class name of the moved item | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|0.56}} | |||
|- | |||
| <!-- Title --> | |||
==== Reloaded ==== | |||
| <!-- Description --> | |||
Triggers when a weapon is reloaded with a new magazine. For more information see: [[Arma_3:_Event_Handlers/Reloaded|Reloaded]] | |||
| <!-- Arguments --> | |||
* entity: [[Object]] - unit or vehicle to which EH is assigned | |||
* weapon: [[String]] - weapon that got reloaded | |||
* muzzle: [[String]] - weapon's muzzle that got reloaded | |||
* newMagazine: [[Array]] - new magazine info | |||
* oldMagazine: [[Array]] or [[Nothing]] - old magazine info | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.57}} | |||
|- | |||
| <!-- Title --> | |||
==== Respawn ==== | |||
| <!-- Description --> | |||
Triggered when a unit respawns. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2|1.00}} | |||
|- | |||
| <!-- Title --> | |||
==== RopeAttach ==== | |||
| <!-- Description --> | |||
Triggered when a rope is attached to an object.<br> | |||
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope. | |||
| <!-- Arguments --> | |||
*object 1: [[Object]] - Object to which the event handler is assigned. | |||
*rope: [[Object]] - The rope being attached between object 1 and object 2. | |||
*object 2: [[Object]] - The object that is being attached to object 1 via rope. | |||
| <!-- Effects --> | |||
| <!-- Since --> | |||
{{GVI|arma3|1.34}} | |||
|- | |||
| <!-- Title --> | |||
==== RopeBreak ==== | |||
| <!-- Description --> | |||
Triggered when a rope is detached from an object.<br> | |||
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope. | |||
| <!-- Arguments --> | |||
*object 1: [[Object]] - Object to which the event handler is assigned. | |||
*rope: [[Object]] - The rope being detached between object 1 and object 2. | |||
*object 2: [[Object]] - The object that is being detached from object 1 via rope. | |||
| <!-- Effects --> | |||
| <!-- Since --> | |||
{{GVI|arma3|1.34}} | |||
== | |- | ||
| <!-- Title --> | |||
==== SeatSwitched ==== | |||
| <!-- Description --> | |||
Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be [[objNull]]. The new position can be obtained with [[assignedVehicleRole]] <unit>. This EH must be assigned to a vehicle. | |||
| <!-- Arguments --> | |||
*vehicle: [[Object]] - Vehicle to which the event handler is assigned. | |||
*unit1: [[Object]] - Unit switching seat. | |||
*unit2: [[Object]] - Unit switching seat. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.49}} | |||
Triggered when the unit is | |- | ||
| <!-- Title --> | |||
==== SeatSwitchedMan ==== | |||
| <!-- Description --> | |||
Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be [[objNull]]. The new position can be obtained with [[assignedVehicleRole]] <unit>. This EH must be assigned to a unit and not a vehicle. This EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local. | |||
| <!-- Arguments --> | |||
*unit1: [[Object]] - Unit switching seat. | |||
*unit2: [[Object]] - Unit with which unit1 is switching seat. | |||
*vehicle: [[Object]] - Vehicle where switching seats is taking place. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.57}} | |||
|- | |||
| <!-- Title --> | |||
==== SoundPlayed ==== | |||
| <!-- Description --> | |||
Triggered when player is making noises when injured or fatigued for example. The number param passed to the EH code, points to the sound origin: | |||
* 1 : Breath | |||
* 2 : Breath Injured | |||
* 3 : Breath Scuba | |||
* 4 : Injured | |||
* 5 : Pulsation | |||
* 6 : Hit Scream | |||
* 7 : Burning | |||
* 8 : Drowning | |||
* 9 : Drown | |||
* 10 : Gasping | |||
* 11 : Stabilizing | |||
* 12 : Healing | |||
* 13 : Healing With Medikit | |||
* 14 : Recovered | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Unit to which the event handler is assigned | |||
* sound code: [[Number]] - sound origin | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|0.56}} | |||
|- | |||
| <!-- Title --> | |||
==== Take ==== | |||
| <!-- Description --> | |||
Triggers when a unit takes an item from a container. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Unit to which the event handler is assigned | |||
* container: [[Object]] - The container from which the item was taken (vehicle, box, etc.) | |||
* item: [[String]] - The class name of the taken item | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|0.56}} | |||
* unit: [[Object]] - | |- | ||
* | | <!-- Title --> | ||
==== TaskSetAsCurrent ==== | |||
| <!-- Description --> | |||
Triggers when player's current task changes | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - The player to whom the event handler is assigned | |||
* task: [[Task]] - The new current task | |||
| <!-- Effects --> | |||
| <!-- Since --> | |||
{{GVI|arma3|1.32}} | |||
|- | |||
| <!-- Title --> | |||
==== TurnIn ==== | |||
| <!-- Description --> | |||
Triggers when member of crew in a vehicle uses Turn In [[action]] | |||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - The vehicle the event handler is assigned to | |||
* unit: [[Object]] - The unit performing the Turn In action | |||
* turret: [[Array]] - Turret path | |||
| <!-- Effects --> | |||
| <!-- Since --> | |||
{{GVI|arma3|1.66}} | |||
|- | |||
| <!-- Title --> | |||
==== TurnOut ==== | |||
| <!-- Description --> | |||
Triggers when member of crew in a vehicle uses Turn Out [[action]] | |||
| <!-- Arguments --> | |||
* vehicle: [[Object]] - The vehicle the event handler is assigned to | |||
* unit: [[Object]] - The unit performing the Turn Out action | |||
* turret: [[Array]] - Turret path | |||
| <!-- Effects --> | |||
| <!-- Since --> | |||
{{GVI|arma3|1.66}} | |||
* | |- | ||
* | | <!-- Title --> | ||
==== WeaponAssembled ==== | |||
| <!-- Description --> | |||
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* weapon: [[Object]] - Object of the assembled weapon | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.55}} | |||
== | |- | ||
| <!-- Title --> | |||
==== WeaponDisassembled ==== | |||
| <!-- Description --> | |||
Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.<br><br>'''NOTE:''' As of Arma 3 v1.32, this event does not fire if the weapon is not local. See http://feedback.arma3.com/view.php?id=21308 | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* primaryBag: [[Object]] - First backpack object which was weapon disassembled into | |||
* secondarybag: [[Object]] - Second backpack object which was weapon disassembled into | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.55}} | |||
|- | |||
| <!-- Title --> | |||
==== WeaponDeployed ==== | |||
| <!-- Description --> | |||
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* isDeployed: [[Boolean]] - true if deployed | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.43}} | |||
|- | |||
| <!-- Title --> | |||
==== WeaponRested ==== | |||
| <!-- Description --> | |||
Triggers when weapon rested state changes (weapon near a surface that can provide weapon support). Note: A weapon cannot be rested and deployed at the same time. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* isRested: [[Boolean]] - true if rested | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.43}} | |||
|} | |||
== | <!--------------------------------------------------------------------------------------> | ||
=== [[Curator]] === | |||
Curator Event Handlers are also added with [[addEventHandler]] command and are supposed to be added to curator object (not [[player]] object) where curator object is local and will be executed only where curator is local (on computer of player who's in control of it). | |||
{| class="wikitable sortable" | |||
! Class | |||
! class="unsortable" | Description | |||
! class="unsortable" | Arguments | |||
! class="unsortable" | MP-Effects | |||
! Since | |||
|- | |||
| <!-- Title --> | |||
==== CuratorFeedbackMessage ==== | |||
| <!-- Description --> | |||
Triggered when curator attempts invalid action in curator interface. | |||
* | Each error has its own unique ID, recognized values are: | ||
* | * 003 - when trying to teleport camera outside of [[curatorCameraArea]] | ||
* 101 - trying to place an object when placing is disabled using [[setCuratorCoef]] "place" | |||
* 102 - trying to place an object which is too expensive (cost set in ''curatorObjectRegistered'' multiplied by [[setCuratorCoef]] "place" is larger than [[curatorPoints]]) | |||
* 103 - trying to place an object outside of [[curatorEditingArea]] | |||
* 201 - trying to place a waypoint when waypoint placing is disabled | |||
* 202 - trying to place a waypoint which is too expensive (cost set by [[setCuratorWaypointCost]] multiplied by [[setCuratorCoef]] "place" is larger than [[curatorPoints]]) | |||
* 206 - trying to place a waypoint when no AI unit is selected | |||
* 301 - trying to move or rotate an entity when editing is disabled using [[setCuratorCoef]] "edit" | |||
* 302 - trying to move or rotate an entity when it's too expensive (entity cost multiplied by [[setCuratorCoef]] "edit" is larger than [[curatorPoints]]) | |||
* 303 - trying to move an entity outside of [[curatorEditingArea]] | |||
* 304 - trying to move or rotate an entity which is outside of [[curatorEditingArea]] | |||
* 307 - trying to move or rotate a player (players cannot be manipulated with) | |||
* 401 - trying to delete an entity when deleting is disabled using [[setCuratorCoef]] "delete" | |||
* 402 - trying to delete an entity which is too expensive (cost multiplied by [[setCuratorCoef]] "delete" is larger than [[curatorPoints]]) | |||
* 404 - trying to delete an entity which is outside of [[curatorEditingArea]] | |||
* 405 - trying to delete an entity which has [[curatorEditableObjects|non-editable]] crew in it | |||
* 407 - trying to delete a player (players cannot be manipulated with) | |||
* 501 - trying to destroy an object when destroying is disabled using [[setCuratorCoef]] "destroy" | |||
* 502 - trying to destroy an object which is too expensive (cost multiplied by [[setCuratorCoef]] "destroy" is larger than [[curatorPoints]]) | |||
* 504 - trying to destroy an object which is outside of [[curatorEditingArea]] | |||
* 505 - trying to destroy an object which has [[curatorEditableObjects|non-editable]] crew in it | |||
* 506 - trying to destroy an object when no object is selected | |||
* 507 - trying to destroy a player (players cannot be manipulated with) | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* errorID: [[Number]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
== | |- | ||
| <!-- Title --> | |||
==== CuratorGroupDoubleClicked ==== | |||
| <!-- Description --> | |||
Triggered when a group is double-clicked on in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Group]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
| <!-- Title --> | |||
==== CuratorGroupPlaced ==== | |||
| <!-- Description --> | |||
Triggered when new group is placed in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Group]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
Triggered when | |- | ||
| <!-- Title --> | |||
==== CuratorGroupSelectionChanged ==== | |||
| <!-- Description --> | |||
Triggered when a group is selected in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Group]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
| <!-- Title --> | |||
==== CuratorMarkerDeleted ==== | |||
| <!-- Description --> | |||
Triggered when a marker is deleted in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[String]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
This | |- | ||
| <!-- Title --> | |||
==== CuratorMarkerDoubleClicked ==== | |||
| <!-- Description --> | |||
Triggered when a marker is double-clicked on in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[String]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
| <!-- Title --> | |||
==== CuratorMarkerEdited ==== | |||
| <!-- Description --> | |||
Triggered when a marker is moved in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[String]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
* | | <!-- Title --> | ||
* | ==== CuratorMarkerPlaced ==== | ||
| <!-- Description --> | |||
Triggered when new marker is placed in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[String]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
''' | |- | ||
| <!-- Title --> | |||
==== CuratorMarkerSelectionChanged ==== | |||
| <!-- Description --> | |||
Triggered when a marker is selected in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[String]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
| <!-- Title --> | |||
==== CuratorObjectDeleted ==== | |||
| <!-- Description --> | |||
Triggered when an object is deleted in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Object]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
< | |- | ||
| <!-- Title --> | |||
==== CuratorObjectDoubleClicked ==== | |||
| <!-- Description --> | |||
Triggered when an object is double-clicked on in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Object]] | |||
} | | <!-- Effects --> | ||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
== | |- | ||
| <!-- Title --> | |||
==== CuratorObjectEdited ==== | |||
| <!-- Description --> | |||
Triggered when an object is moved or rotated in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Object]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
| <!-- Title --> | |||
==== CuratorObjectPlaced ==== | |||
| <!-- Description --> | |||
Triggered when new object is placed in curator interface. This event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Object]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
Triggered when the | |- | ||
| <!-- Title --> | |||
==== CuratorObjectRegistered ==== | |||
| <!-- Description --> | |||
Triggered when player enters curator interface. Assign curator cost to every object in the game. This is the primary method that a mission designer can use to limit the objects a curator can place. | |||
''Full article - [[Curator#Manual_Assigning|Curator]]'' | |||
''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* input: [[Array]] of [[String]]s - all CfgVehicles classes | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
''' | |- | ||
| <!-- Title --> | |||
==== CuratorObjectSelectionChanged ==== | |||
| <!-- Description --> | |||
Triggered when an object is selected in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Object]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
| <!-- Title --> | |||
==== CuratorPinged ==== | |||
| <!-- Description --> | |||
Triggered when a player pings his curator(s) by pressing ''Zeus'' key. To add player to specific curator, use [[addCuratorEditableObjects]] command. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* player: [[Object]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
''' | |- | ||
| <!-- Title --> | |||
==== CuratorWaypointDeleted ==== | |||
| <!-- Description --> | |||
Triggered when a waypoint is deleted in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Array]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|- | |||
| <!-- Title --> | |||
==== CuratorWaypointDoubleClicked ==== | |||
| <!-- Description --> | |||
Triggered when a waypoint is double-clicked on in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Array]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
< | |- | ||
| <!-- Title --> | |||
==== CuratorWaypointEdited ==== | |||
| <!-- Description --> | |||
Triggered when a waypoint is moved in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Array]] | |||
} | | <!-- Effects --> | ||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
== | |- | ||
| <!-- Title --> | |||
==== CuratorWaypointPlaced ==== | |||
| <!-- Description --> | |||
Triggered when new waypoint is placed in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* Group: [[Group]] | |||
* Waypoint Index: [[Number]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
Triggered when a | |- | ||
| <!-- Title --> | |||
==== CuratorWaypointSelectionChanged ==== | |||
| <!-- Description --> | |||
Triggered when a waypoint is selected in curator interface. | |||
<br />''This handler is supposed to be added to curator module, not player.'' | |||
| <!-- Arguments --> | |||
* curator: [[Object]] | |||
* entity: [[Array]] | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|local}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma3|1.16}} | |||
|} | |||
<!--------------------------------------------------------------------------------------> | |||
=== [[Eden Editor]] === | |||
''Full article - [[Arma 3: Event Handlers: Eden Editor#Object Event Handlers|Event Handlers: Eden Editor]]'' | |||
<!--------------------------------------------------------------------------------------> | |||
== addMPEventHandler == | |||
Global object event handler, executed on every connected machine. | |||
Commands: | |||
* [[addMPEventHandler]] | |||
* [[removeMPEventHandler]] | |||
* [[removeAllMPEventHandlers]] | |||
'''Example:''' | |||
mySoldier [[addMPEventHandler]] ["MPKilled",{[[hint]] [[format]] ["%1 was killed by %2",[[name]] (_this [[select]] 0),name (_this select 1)];}] | |||
{| class="wikitable sortable" | |||
! Class | |||
! class="unsortable" | Description | |||
! class="unsortable" | Arguments | |||
! class="unsortable" | MP-Effects | |||
! Since | |||
== | |- | ||
| <!-- Title --> | |||
==== MPHit ==== | |||
| <!-- Description --> | |||
Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once. | |||
Is ''not'' always triggered when unit is killed by a hit. Most of the time only the [[ArmA_3:_Event_Handlers#Killed|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. Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to [[allowDamage]] [[false]]. However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage [[addEventHandler]] ["HandleDamage",{0}]; Will not trigger when unit is dead. | |||
This EH must be used in conjunction with the [[addMPEventHandler]] command. | |||
Note: Call a function from the MPHit EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible! | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to <br /> | * unit: [[Object]] - Object the event handler is assigned to <br /> | ||
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling. < | * causedBy: [[Object]] - Object that caused the damage. Contains the unit itself in case of collisions. <br /> | ||
* damage: [[Number]] - Level of damage caused by the hit | |||
''(Since Arma 3 v1.65)'' | |||
* instigator: [[Object]] - Person who pulled the trigger | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|global}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.55}} | |||
|- | |||
| <!-- Title --> | |||
==== MPKilled ==== | |||
| <!-- Description --> | |||
Triggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once. | |||
This EH must be used in conjunction with the [[addMPEventHandler]] command. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions | |||
''(Since Arma 3 v1.65)'' | |||
* instigator: [[Object]] - Person who pulled the trigger | |||
''(Since Arma 3 v1.67)'' | |||
* useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|global}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.55}} | |||
|- | |||
| <!-- Title --> | |||
==== MPRespawn ==== | |||
| <!-- Description --> | |||
Triggered when a unit, it is assigned to, respawns. This EH does not work as one would expect MP EH should work like. It is only triggered on one machine where the unit it was assigned to is [[local]]. The only difference between '''Respawn''' and '''MPRespawn''' is that '''MPRespawn''' can be assigned from anywhere while '''Respawn''' requires the unit to be local. This EH must be used in conjunction with the [[addMPEventHandler]] command. | |||
<br><br> | |||
MPRespawn EH expects the EH code to return array in format of [[Position]], which will be used to place respawned unit at desired coordinates. For example: <code>[[player]] [[addMPEventHandler]] ["MPRespawn", {[1234,1234,0]}];</code> will place player at [1234,1234,0] immediately on respawn. | |||
| <!-- Arguments --> | |||
* unit: [[Object]] - Object the event handler is assigned to | |||
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling. | |||
| <!-- Effects --> | |||
{{EffArg|cmd|args|global}}{{EffArg|cmd|effs|local}} | |||
| <!-- Since --> | |||
{{GVI|arma2oa|1.55}} | |||
|} | |||
<!--------------------------------------------------------------------------------------> | |||
== Mission Event Handlers == | |||
Mission event handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over. There are following mission EHs available in Arma 3: | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#Draw3D|Draw3D]] - Drawing HUD event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#Ended|Ended]] - Mission end event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#Loaded|Loaded]] - Game loading from save event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#Map|Map]] - Map open/close event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#HandleDisconnect|HandleDisconnect]] - Player disconnect in MP event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#EntityRespawned|EntityRespawned]] - Some entity respawn event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#EntityKilled|EntityKilled]] - Some entity death event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#EachFrame|EachFrame]] - Per frame event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#MapSingleClick|MapSingleClick]] - Map click event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#HCGroupSelectionChanged|HCGroupSelectionChanged]] - High Command group select event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#CommandModeChanged|CommandModeChanged]] - High Command mode change event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#GroupIconClick|GroupIconClick]] - High Command icon click event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#GroupIconOverEnter|GroupIconOverEnter]] - High Command icon enter event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#GroupIconOverLeave|GroupIconOverLeave]] - High Command icon leave event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#PlayerConnected|PlayerConnected]] - Client joining MP mission event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#PlayerDisconnected|PlayerDisconnected]] - Client leaving MP mission event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#TeamSwitch|TeamSwitch]] - Player teamswitch event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#PreloadStarted|PreloadStarted]] - Mission preload start event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#PreloadFinished|PreloadFinished]] - Mission preload finish event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#PlayerViewChanged|PlayerViewChanged]] - Player view change event | |||
* [[Arma_3:_Event_Handlers/addMissionEventHandler#BuildingChanged|BuildingChanged]] - Building model change event | |||
For detailed description see [[Arma_3:_Event_Handlers/addMissionEventHandler|Mission Event Handlers]] page. | |||
<!--------------------------------------------------------------------------------------> | |||
== In Game UI Event Handlers == | |||
In Game UI Event Handlers trigger when user scrolls or activates in game action menu. There are following mission EHs available in Arma 3: | |||
* [[Arma_3:_Event_Handlers/inGameUISetEventHandler#PrevAction|PrevAction]] - Action menu scroll up event | |||
* [[Arma_3:_Event_Handlers/inGameUISetEventHandler#Action|Action]] - Action menu action event | |||
* [[Arma_3:_Event_Handlers/inGameUISetEventHandler#NextAction|NextAction]] - Action menu scroll down event | |||
For detailed description see [[Arma_3:_Event_Handlers/inGameUISetEventHandler|In Game UI Event Handlers]] page. | |||
== | <!--------------------------------------------------------------------------------------> | ||
== addMusicEventHandler == | |||
Music event handler, always executed on the computer where it was added. | |||
[[ | Commands: | ||
* [[setMusicEventHandler]] | |||
* [[addMusicEventHandler]] | |||
* [[removeMusicEventHandler]] | |||
* [[removeAllMusicEventHandlers]] | |||
'''Example:''' | |||
[[addMusicEventHandler]] ["MusicStop",{[[playMusic]] (_this [[select]] 0);}] | |||
== | {| class="wikitable sortable" | ||
! Class | |||
! class="unsortable" | Description | |||
! class="unsortable" | Arguments | |||
! Since | |||
== | |- | ||
| <!-- Title --> | |||
==== MusicStart ==== | |||
| <!-- Description --> | |||
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command. | |||
This event handler needs to be added with [[addMusicEventHandler]] command and removed with [[removeMusicEventHandler]]. | |||
| <!-- Arguments --> | |||
* className: [[String]] - [[Description.ext#Music|CfgMusic]] class name of currently playing sound. | |||
* handlerID: [[Number]] - EH id returned by [[addMusicEventHandler]]. | |||
| <!-- Since --> | |||
{{GVI|arma3|0.50}} | |||
[[ | |- | ||
| <!-- Title --> | |||
==== MusicStop ==== | |||
| <!-- Description --> | |||
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound finished playing, after being executed with [[playMusic]] command. Note that EH will not be triggered if you force stop the music with [[playMusic]] "". | |||
This event handler needs to be added with [[addMusicEventHandler]] command and removed with [[removeMusicEventHandler]]. | |||
| <!-- Arguments --> | |||
* className: [[String]] - [[Description.ext#Music|CfgMusic]] class name of currently played sound. | |||
* handlerID: [[Number]] - EH id returned by [[addMusicEventHandler]]. | |||
| <!-- Since --> | |||
{{GVI|arma3|0.50}} | |||
|} | |||
== | <!--------------------------------------------------------------------------------------> | ||
== add3DENEventHandler == | |||
''Full article - [[Arma 3: Event Handlers: Eden Editor]]'' | |||
<!--------------------------------------------------------------------------------------> | |||
== ctrlAddEventHandler == | |||
''Full article - [[User Interface Event Handlers]]'' | |||
<!--------------------------------------------------------------------------------------> | |||
== displayAddEventHandler == | |||
''Full article - [[User Interface Event Handlers]]'' | |||
[[Category: Event Handlers]] | [[Category: Event Handlers]] | ||
[[Category: Arma 3: Editing]] |
Revision as of 18:26, 5 June 2017
An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.
See also Event Scripts for special event triggered scripts.
addEventHandler
Object event handler, always executed on the computer where it was added.
Commands:
Example:
mySoldier addEventHandler ["Killed",{hint format ["%1 was killed by %2",name (_this select 0),name (_this select 1)];}]
Default
Class | Description | Arguments | MP-Effects | Since |
---|---|---|---|---|
AnimChanged |
Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed. |
|||
AnimDone |
Triggered every time an animation is finished. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed. |
|||
AnimStateChanged |
Triggered every time an animation state changes. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed. |
| ||
ContainerClosed |
Triggers when player finished accessing cargo container. This event handler is similar to "InventoryClosed" EH, but needs to be assigned to the container rather than the player. Note: will trigger only for the unit opening container. |
| ||
ContainerOpened |
Triggers when cargo container is accessed by player. This event handler is similar to "InventoryOpened" EH, but needs to be assigned to the container rather than the player and cannot be overridden. Note: will trigger only for the unit opening container.. |
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ControlsShifted |
Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is local and EH was added. Notes:
|
| ||
Dammaged |
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. Notes:
|
(Since Arma 3 v 1.67) (Since Arma 3 v 1.69)
|
||
Deleted |
Triggered just before the assigned entity is deleted. |
|
||
Engine |
Triggered when the engine of the unit is turned on/off. |
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EpeContact |
Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. |
|
||
EpeContactEnd |
Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. |
|
||
EpeContactStart |
Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. |
|
||
Explosion |
Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated. |
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Fired |
Triggered when the unit fires a weapon. |
(Since Arma 2 OA)
(Since Arma 3 v 1.65)
|
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FiredMan |
Triggered when the unit fires a weapon. This EH must be attached to a soldier and unlike with "Fired" EH, it will fire regardless of whether the soldier is on foot or firing vehicle weapon. For remoteControled unit use "Fired" EH instead. |
|
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FiredNear |
Triggered when a weapon is fired somewhere near the unit or vehicle. It is also triggered if the unit itself is firing. (Exception(s): the Throw weapon wont broadcast the FiredNear event). When "Manual Fire" is used, the gunner is objNull if gunner is not present or the gunner is not the one who fires. To check if "Manual Fire" is on, use isManualFire. The actual shot instigator could be retrieved with getShotParents command. 1.30 Works with thrown weapons. |
(Since Arma 3 v 1.65)
|
||
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). |
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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"). |
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GetIn |
Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is triggered by moveInXXXX commands and "GetInXXXX" actions, but not upon a seat change within the same vehicle. In vehicles with multi-turret setup, entering any turret will show "gunner" for position. |
(Since Arma 3 v1.36)
|
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GetInMan |
Triggers when a unit enters a vehicle. Similar to "GetIn" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was local. This EH is triggered by moveInXXXX commands and "GetInXXXX" actions. |
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GetOut |
Triggers when a unit gets out from a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is triggered by moveOut, "GetOut" & "Eject" actions, if an alive crew member disconnects or is deleted, but not upon a seat change within the same vehicle. |
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GetOutMan |
Triggers when a unit exits a vehicle. Similar to "GetOut" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was local. This EH is triggered by moveOut and "GetOut" & "Eject" actions. |
| ||
HandleDamage |
Triggers when the unit is damaged and fires for each damaged selection separately (Note: Currently, in Arma 3 v1.70 it triggers for every selection of a vehicle, no matter if the section was damaged or not). Works with all vehicles. This EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently local will fire. If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing. Return value of 0 will make the unit invulnerable if damage is not scripted in other ways (i.e using setDamage and/or setHit for additional damage handling). If no value is returned, the default damage processing will be done. This allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered. Notes:
Additional Celery's explanation (Updated by ShadowRanger for Arma 3). |
(Since Arma 3 v1.49)
(Since Arma 3 v1.65)
(Since Arma 3 v 1.67)
|
| |
HandleHeal |
Triggered when unit starts to heal (player using heal action or AI heals after being ordered). Triggers only on PC where EH is added and unit is local. If code returns false, engine side healing follows. Return true if you handle healing in script, use AISFinishHeal to tell engine that script side healing is done. See also lifeState and setUnconscious commands. |
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HandleRating |
Triggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill. If EH code returns Number, this will override default engine behaviour and the resulting value added will be the one returned by EH code. |
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HandleScore |
Triggered when engine adds score to overall score of the unit, usually after a kill. If the EH code returns true or Nothing, the default engine score is applied, if it returns false, the engine score doesn't get added. For remote units like players, the event does not persist after respawn, and must be re-added to the new unit. |
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Hit |
Triggered when the unit is hit/damaged. Is not always triggered when unit is killed by a hit. |
(Since Arma 3 v1.65)
|
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HitPart |
Runs when the object it was added to gets injured/damaged. It returns the position and component that was hit on the object within a nested array, this is because the model may have more than one selection name for the hit component (i.e. a single piece of geometry can be simultaneously part of multiple, overlapping named selections). While you can add "HitPart" handler to a remote unit, the respectful addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well. The event will not fire if the shooter is not local, even if the target itself is local. Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation. Notes
|
|
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Init |
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config. |
|
||
HandleIdentity |
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment. If EH scope returns true, the default engine identity application is overridden. |
|
||
IncomingMissile |
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired. |
(Since Arma 3 v1.42)
(Since Arma 3 v1.65)
|
||
InventoryClosed |
Triggered when unit closes inventory.
|
|||
InventoryOpened |
Triggered when unit opens inventory. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:
|
(Since Arma 3 v1.65.139079) |
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Killed |
Triggered when the unit is killed. Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the effectiveCommander, but not always. |
(Since Arma 3 v1.65)
(Since Arma 3 v1.67) |
||
LandedTouchDown |
Triggered when a plane (AI or player) touches the ground. |
|||
LandedStopped |
Triggered when an AI pilot would get out usually. Not executed for player. |
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Local |
Triggers when locality of object in MP is changed. The event handler only triggers on the computers that are directly involved in change of locality. So if EH is added to every computer on network, it will only trigger on 2 computers, on the computer that receives ownership of the object (new owner), in which case _this select 1 will be true, and on the computer from which ownership is transferred (old owner), in which case _this select 1 will be false. |
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PostReset |
Triggers after PP effects have been reset by the engine |
| ||
Put |
Triggers when a unit puts an item in a container. |
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Reloaded |
Triggers when a weapon is reloaded with a new magazine. For more information see: Reloaded |
|||
Respawn |
Triggered when a unit respawns. |
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RopeAttach |
Triggered when a rope is attached to an object. |
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RopeBreak |
Triggered when a rope is detached from an object. |
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SeatSwitched |
Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a vehicle. |
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SeatSwitchedMan |
Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a unit and not a vehicle. This EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local. |
|||
SoundPlayed |
Triggered when player is making noises when injured or fatigued for example. The number param passed to the EH code, points to the sound origin:
|
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Take |
Triggers when a unit takes an item from a container. |
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TaskSetAsCurrent |
Triggers when player's current task changes |
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TurnIn |
Triggers when member of crew in a vehicle uses Turn In action |
| ||
TurnOut |
Triggers when member of crew in a vehicle uses Turn Out action |
| ||
WeaponAssembled |
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon. |
|||
WeaponDisassembled |
Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon. |
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WeaponDeployed |
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time. |
| ||
WeaponRested |
Triggers when weapon rested state changes (weapon near a surface that can provide weapon support). Note: A weapon cannot be rested and deployed at the same time. |
Curator
Curator Event Handlers are also added with addEventHandler command and are supposed to be added to curator object (not player object) where curator object is local and will be executed only where curator is local (on computer of player who's in control of it).
Class | Description | Arguments | MP-Effects | Since |
---|---|---|---|---|
CuratorFeedbackMessage |
Triggered when curator attempts invalid action in curator interface. Each error has its own unique ID, recognized values are:
|
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CuratorGroupDoubleClicked |
Triggered when a group is double-clicked on in curator interface.
|
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CuratorGroupPlaced |
Triggered when new group is placed in curator interface.
|
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CuratorGroupSelectionChanged |
Triggered when a group is selected in curator interface.
|
|||
CuratorMarkerDeleted |
Triggered when a marker is deleted in curator interface.
|
|||
CuratorMarkerDoubleClicked |
Triggered when a marker is double-clicked on in curator interface.
|
|||
CuratorMarkerEdited |
Triggered when a marker is moved in curator interface.
|
|||
CuratorMarkerPlaced |
Triggered when new marker is placed in curator interface.
|
|||
CuratorMarkerSelectionChanged |
Triggered when a marker is selected in curator interface.
|
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CuratorObjectDeleted |
Triggered when an object is deleted in curator interface.
|
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CuratorObjectDoubleClicked |
Triggered when an object is double-clicked on in curator interface.
|
|||
CuratorObjectEdited |
Triggered when an object is moved or rotated in curator interface.
|
|||
CuratorObjectPlaced |
Triggered when new object is placed in curator interface. This event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles.
|
|||
CuratorObjectRegistered |
Triggered when player enters curator interface. Assign curator cost to every object in the game. This is the primary method that a mission designer can use to limit the objects a curator can place. Full article - Curator This handler is supposed to be added to curator module, not player. |
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CuratorObjectSelectionChanged |
Triggered when an object is selected in curator interface.
|
|||
CuratorPinged |
Triggered when a player pings his curator(s) by pressing Zeus key. To add player to specific curator, use addCuratorEditableObjects command.
|
|||
CuratorWaypointDeleted |
Triggered when a waypoint is deleted in curator interface.
|
|||
CuratorWaypointDoubleClicked |
Triggered when a waypoint is double-clicked on in curator interface.
|
|||
CuratorWaypointEdited |
Triggered when a waypoint is moved in curator interface.
|
|||
CuratorWaypointPlaced |
Triggered when new waypoint is placed in curator interface.
|
|||
CuratorWaypointSelectionChanged |
Triggered when a waypoint is selected in curator interface.
|
Eden Editor
Full article - Event Handlers: Eden Editor
addMPEventHandler
Global object event handler, executed on every connected machine.
Commands:
Example:
mySoldier addMPEventHandler ["MPKilled",{hint format ["%1 was killed by %2",name (_this select 0),name (_this select 1)];}]
Class | Description | Arguments | MP-Effects | Since |
---|---|---|---|---|
MPHit |
Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once. 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. Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to allowDamage false. However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage addEventHandler ["HandleDamage",{0}]; Will not trigger when unit is dead. This EH must be used in conjunction with the addMPEventHandler command. Note: Call a function from the MPHit EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible! |
(Since Arma 3 v1.65)
|
||
MPKilled |
Triggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once. This EH must be used in conjunction with the addMPEventHandler command. |
(Since Arma 3 v1.65)
(Since Arma 3 v1.67) |
||
MPRespawn |
Triggered when a unit, it is assigned to, respawns. This EH does not work as one would expect MP EH should work like. It is only triggered on one machine where the unit it was assigned to is local. The only difference between Respawn and MPRespawn is that MPRespawn can be assigned from anywhere while Respawn requires the unit to be local. This EH must be used in conjunction with the addMPEventHandler command.
|
Mission Event Handlers
Mission event handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over. There are following mission EHs available in Arma 3:
- Draw3D - Drawing HUD event
- Ended - Mission end event
- Loaded - Game loading from save event
- Map - Map open/close event
- HandleDisconnect - Player disconnect in MP event
- EntityRespawned - Some entity respawn event
- EntityKilled - Some entity death event
- EachFrame - Per frame event
- MapSingleClick - Map click event
- HCGroupSelectionChanged - High Command group select event
- CommandModeChanged - High Command mode change event
- GroupIconClick - High Command icon click event
- GroupIconOverEnter - High Command icon enter event
- GroupIconOverLeave - High Command icon leave event
- PlayerConnected - Client joining MP mission event
- PlayerDisconnected - Client leaving MP mission event
- TeamSwitch - Player teamswitch event
- PreloadStarted - Mission preload start event
- PreloadFinished - Mission preload finish event
- PlayerViewChanged - Player view change event
- BuildingChanged - Building model change event
For detailed description see Mission Event Handlers page.
In Game UI Event Handlers
In Game UI Event Handlers trigger when user scrolls or activates in game action menu. There are following mission EHs available in Arma 3:
- PrevAction - Action menu scroll up event
- Action - Action menu action event
- NextAction - Action menu scroll down event
For detailed description see In Game UI Event Handlers page.
addMusicEventHandler
Music event handler, always executed on the computer where it was added.
Commands:
Example:
addMusicEventHandler ["MusicStop",{playMusic (_this select 0);}]
Class | Description | Arguments | Since |
---|---|---|---|
MusicStart |
Triggers when CfgMusic sound starts playing, after being executed with playMusic command. This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler. |
|
|
MusicStop |
Triggers when CfgMusic sound finished playing, after being executed with playMusic command. Note that EH will not be triggered if you force stop the music with playMusic "". This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler. |
|
add3DENEventHandler
Full article - Arma 3: Event Handlers: Eden Editor
ctrlAddEventHandler
Full article - User Interface Event Handlers
displayAddEventHandler
Full article - User Interface Event Handlers