Difference between revisions of "Arma 3: Event Handlers"

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__NOEDITSECTION__
 
__NOEDITSECTION__
{{SideTOC|0.85}}
+
{{TOC|side|0.85}}
  
 
An Event Handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.<br>
 
An Event Handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.<br>
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<div class="toctitle"><h2>Main categories</h2></div>
 
<div class="toctitle"><h2>Main categories</h2></div>
 
* 1. {{HashLink|#Basic Event Handlers}}
 
* 1. {{HashLink|#Basic Event Handlers}}
* 2. {{HashLink|#Mission Event Handlers}}
+
* 2. {{HashLink|#Multiplayer Event Handlers}}
* 3. {{HashLink|#Player's UI Event Handlers}}
+
* 3. {{HashLink|#Mission Event Handlers}}
* 4. {{HashLink|#UI Event Handlers (Displays and Controls)}}
+
* 4. {{HashLink|#UserAction Event Handlers}}
* 5. {{HashLink|#Music Event Handlers|Music Event Handlers}}
+
* 5. {{HashLink|#Player's UI Event Handlers}}
* 6. {{HashLink|#Eden Editor|Eden Editor}}
+
* 6. {{HashLink|#UI Event Handlers (Displays and Controls)}}
* 7. {{HashLink|#Public Variable Broadcast Event}}
+
* 7. {{HashLink|#Music Event Handlers|Music Event Handlers}}
* 8. {{HashLink|#Weapon Config Muzzle Events}}
+
* 8. {{HashLink|#Eden Editor|Eden Editor}}
* 9. {{HashLink|#BI Scripted Events}}
+
* 9. {{HashLink|#Public Variable Broadcast Event}}
 +
* 10. {{HashLink|#Weapon Config Muzzle Events}}
 +
* 11. {{HashLink|#BI Scripted Events}}
 
</div>
 
</div>
  
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=== Standard ===
 
=== Standard ===
  
{{Cfg ref|start}}
+
{{ConfigPage|start}}
{{Cfg ref|abc}}
+
{{ConfigPage|abc}}
 
==== AnimChanged ====
 
==== AnimChanged ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence.
 
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.
 
It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
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==== AnimDone ====
 
==== AnimDone ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered every time an animation is finished. Triggered for all animation states in a sequence.
 
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.
 
It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
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==== AnimStateChanged ====
 
==== AnimStateChanged ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered every time an animation state changes. Triggered for all animation states in a sequence.
 
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.
 
It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
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{{ArgTitle|ContainerClosed|4|{{GVI|arma3|1.32}}}}
 
{{ArgTitle|ContainerClosed|4|{{GVI|arma3|1.32}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when player finished accessing cargo container.
 
Triggers when player finished accessing cargo container.
 
This event handler is similar to [[#InventoryClosed|InventoryClosed]] EH, but needs to be assigned to the container rather than the player.
 
This event handler is similar to [[#InventoryClosed|InventoryClosed]] EH, but needs to be assigned to the container rather than the player.
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{{ArgTitle|ContainerOpened|4|{{GVI|arma3|1.32}}}}
 
{{ArgTitle|ContainerOpened|4|{{GVI|arma3|1.32}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when cargo container is accessed by player.
 
Triggers when cargo container is accessed by player.
 
This event handler is similar to [[#InventoryOpened|InventoryOpened]] EH, but needs to be assigned to the container rather than the player and cannot be overridden.
 
This event handler is similar to [[#InventoryOpened|InventoryOpened]] EH, but needs to be assigned to the container rather than the player and cannot be overridden.
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{{ArgTitle|ControlsShifted|4|{{GVI|arma3|1.00}}}}
 
{{ArgTitle|ControlsShifted|4|{{GVI|arma3|1.00}}}}
{{EffArg|cmd|arg|global}}{{EffArg|cmd|eff|local}}<br>
+
{{Icon|globalArgument|32}}{{Icon|localEffect|32}}<br>
Triggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an [[action]] such as [[action/Arma_3_Actions_List#TakeVehicleControl | TakeVehicleControl]], [[action/Arma_3_Actions_List#SuspendVehicleControl | SuspendVehicleControl]], [[action/Arma_3_Actions_List#UnlockVehicleControl | UnlockVehicleControl]], [[action/Arma_3_Actions_List#LockVehicleControl | LockVehicleControl]], or when [[enableCopilot]] command is used. This event handler will always fire on the PC where [[action]] is triggered as well as where the vehicle is [[local]] at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. For example, if helicopter is [[local]] to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC.
+
Triggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an [[action]] such as [[action/Arma_3_Actions_List#TakeVehicleControl | TakeVehicleControl]], [[action/Arma_3_Actions_List#SuspendVehicleControl | SuspendVehicleControl]], [[action/Arma_3_Actions_List#UnlockVehicleControl | UnlockVehicleControl]], [[action/Arma_3_Actions_List#LockVehicleControl | LockVehicleControl]], or when [[enableCopilot]] command is used. This event handler will always fire on the PC where [[action]] is triggered as well as where the vehicle is [[Multiplayer Scripting#Locality|local]] at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. For example, if helicopter is [[Multiplayer Scripting#Locality|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 both, client and server PC, but subsequent co-pilot "Release Controls" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of [[Arma_3:_Event_Handlers/addMissionEventHandler#ControlsShifted | ControlsShifted]] event handler.
+
This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on both, client and server PC, but subsequent co-pilot "Release Controls" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of [[Arma 3: Mission Event Handlers#ControlsShifted | ControlsShifted]] event handler.
  
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
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==== Dammaged ====
 
==== Dammaged ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.
 
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.
 
It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
Line 140: Line 142:
 
* hitSelection: [[String]] - Name of the selection where the unit was damaged
 
* hitSelection: [[String]] - Name of the selection where the unit was damaged
 
* damage: [[Number]] - Resulting level of damage
 
* damage: [[Number]] - Resulting level of damage
* {{GVI|arma3|1.67}} hitPartIndex: [[Number]] - hit index of the hit selection
+
* {{GVI|arma3|1.68}} hitPartIndex: [[Number]] - hit index of the hit selection
* {{GVI|arma3|1.67}} hitPoint: [[String]] - hit point Cfg name
+
* {{GVI|arma3|1.68}} hitPoint: [[String]] - hit point Cfg name
* {{GVI|arma3|1.69}} shooter: [[Object]] - shooter reference (to get instigator use [[getShotParents]] on projectile)
+
* {{GVI|arma3|1.70}} shooter: [[Object]] - shooter reference (to get instigator use [[getShotParents]] on projectile)
* {{GVI|arma3|1.69}} projectile: [[Object]] - the projectile that caused damage
+
* {{GVI|arma3|1.70}} projectile: [[Object]] - the projectile that caused damage
  
  
{{ArgTitle|Deleted|4|{{GVI|arma3|1.67}}}}
+
{{ArgTitle|Deleted|4|{{GVI|arma3|1.68}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered just before the assigned entity is deleted.
 
Triggered just before the assigned entity is deleted.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
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{{ArgTitle|Disassembled|4|{{GVI|arma3|2.00}}}}
 
{{ArgTitle|Disassembled|4|{{GVI|arma3|2.00}}}}
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.<br>
 
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.<br>
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
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==== Engine ====
 
==== Engine ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when the engine of the unit is turned on/off.
 
Triggered when the engine of the unit is turned on/off.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 184: Line 186:
  
 
{{ArgTitle|EpeContact|4|{{GVI|arma3|1.00}}}}
 
{{ArgTitle|EpeContact|4|{{GVI|arma3|1.00}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when object collision (PhysX) is in progress.
 
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.
 
It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
Line 201: Line 203:
  
 
{{ArgTitle|EpeContactEnd|4|{{GVI|arma3|1.00}}}}
 
{{ArgTitle|EpeContactEnd|4|{{GVI|arma3|1.00}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
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.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 217: Line 219:
  
 
{{ArgTitle|EpeContactStart|4|{{GVI|arma3|1.00}}}}
 
{{ArgTitle|EpeContactStart|4|{{GVI|arma3|1.00}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
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.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
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{{ArgTitle|Explosion|4|{{GVI|arma3|0.76}}}}
 
{{ArgTitle|Explosion|4|{{GVI|arma3|0.76}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when a vehicle or unit is damaged by a nearby 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.
 
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 ====
 
==== Fired ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
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.
 
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.<br>
 
To check if "Manual Fire" is on, use [[isManualFire]]. The actual shot instigator could be retrieved with [[getShotParents]] command.<br>
{{Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}}
+
{{Feature|Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}}
  
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
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* magazine: [[String]] - magazine name which was used
 
* magazine: [[String]] - magazine name which was used
 
* projectile: [[Object]] - Object of the projectile that was shot out
 
* projectile: [[Object]] - Object of the projectile that was shot out
* {{GVI|arma3|1.65}} gunner: [[Object]] - gunner whose weapons are firing.
+
* {{GVI|arma3|1.66}} gunner: [[Object]] - gunner whose weapons are firing.
  
  
{{ArgTitle|FiredMan|4|{{GVI|arma3|1.65}}}}
+
{{ArgTitle|FiredMan|4|{{GVI|arma3|1.66}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
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.
 
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.
 
For [[remoteControl]]ed unit use "Fired" EH instead.
{{Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}}
+
{{Feature|Warning|'''Special multiplayer behaviour:''' When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.}}
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["FiredMan", {
 
this addEventHandler ["FiredMan", {
Line 292: Line 294:
  
 
==== FiredNear ====
 
==== FiredNear ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when a weapon is fired somewhere ''near'' the unit or vehicle. It is also triggered if the unit itself is firing.
 
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).
 
(Exception(s): the Throw weapon wont broadcast the FiredNear event).
Line 311: Line 313:
 
* mode: [[String]] - Current mode of the fired weapon
 
* mode: [[String]] - Current mode of the fired weapon
 
* ammo: [[String]] - Ammo used
 
* ammo: [[String]] - Ammo used
* {{GVI|arma3|1.65}} gunner: [[Object]] - gunner, whose weapons are fired
+
* {{GVI|arma3|1.66}} gunner: [[Object]] - gunner, whose weapons are fired
  
  
 
==== Fuel ====
 
==== Fuel ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.
 
Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
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==== Gear ====
 
==== Gear ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when the unit lowers/retracts the landing gear, whether it is a helicopter or a plane.
 
Triggered when the unit lowers/retracts the landing gear, whether it is a helicopter or a plane.
 
Also triggered for helicopters in landing mode, regardless if they have retractable gear or not.
 
Also triggered for helicopters in landing mode, regardless if they have retractable gear or not.
{{Informative|Not to be confused with ''[[Arma 3: Event Handlers#InventoryOpened|InventoryOpened]]'' and ''[[Arma 3: Event Handlers#InventoryClosed|InventoryClosed]]'' events, ''Gear'' fires when the landing gear state on an aircraft has changed.}}
+
{{Feature|Informative|Not to be confused with ''[[Arma 3: Event Handlers#InventoryOpened|InventoryOpened]]'' and ''[[Arma 3: Event Handlers#InventoryClosed|InventoryClosed]]'' events, ''Gear'' fires when the landing gear state on an aircraft has changed.}}
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["Gear", {
 
this addEventHandler ["Gear", {
Line 340: Line 342:
 
* 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
 +
 +
 +
{{ArgTitle|GestureChanged|4|{{GVI|arma3|2.06|branch=dev}}}}
 +
{{Icon|globalArgument|32}}<br>
 +
Triggered every time a new gesture is played.
 +
It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
 +
<syntaxhighlight lang="cpp">
 +
this addEventHandler ["GestureChanged", {
 +
params ["_unit", "_gesture"];
 +
}];
 +
</syntaxhighlight>
 +
 +
* unit: [[Object]] - Object the event handler is assigned to
 +
* gesture: [[String]] - Name of the gesture that has started playing
 +
 +
 +
{{ArgTitle|GestureDone|4|{{GVI|arma3|2.06|branch=dev}}}}
 +
{{Icon|globalArgument|32}}<br>
 +
Triggered every time a gesture is finished.
 +
It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
 +
<syntaxhighlight lang="cpp">
 +
this addEventHandler ["GestureDone", {
 +
params ["_unit", "_gesture"];
 +
}];
 +
</syntaxhighlight>
 +
 +
* unit: [[Object]] - Object the event handler is assigned to
 +
* gesture: [[String]] - Name of the gesture that has been finished
  
  
 
==== GetIn ====
 
==== GetIn ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
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.
 
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.
  
Line 360: Line 390:
  
 
{{ArgTitle|GetInMan|4|{{GVI|arma3|1.58}}}}
 
{{ArgTitle|GetInMan|4|{{GVI|arma3|1.58}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when a unit enters a vehicle. Similar to "GetIn" but must be assigned to a unit and not vehicle.
 
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.
+
Persistent on respawn if assigned where unit was [[Multiplayer Scripting#Locality|local]]. This EH is triggered by moveInXXXX commands and "GetInXXXX" [[action]]s.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["GetInMan", {
 
this addEventHandler ["GetInMan", {
Line 376: Line 406:
  
 
==== GetOut ====
 
==== GetOut ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when a unit gets out from a vehicle.
 
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.
 
It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
Line 393: Line 423:
  
 
{{ArgTitle|GetOutMan|4|{{GVI|arma3|1.58}}}}
 
{{ArgTitle|GetOutMan|4|{{GVI|arma3|1.58}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when a unit exits a vehicle. Similar to "GetOut" but must be assigned to a unit and not vehicle.
 
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.
+
Persistent on respawn if assigned where unit was [[Multiplayer Scripting#Locality|local]]. This EH is triggered by [[moveOut]] and "GetOut" & "Eject" [[action]]s.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["GetOutMan", {
 
this addEventHandler ["GetOutMan", {
Line 409: Line 439:
  
 
==== HandleDamage ====
 
==== HandleDamage ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when the unit is damaged and fires for each damaged selection separately  
 
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.
 
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.
+
This EH can accept a remote unit as argument however it will only fire when the unit is [[Multiplayer Scripting#Locality|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.
 
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.
+
When this vehicle gets hit, only EH on PC where the vehicle is currently [[Multiplayer Scripting#Locality|local]] will fire.
  
 
If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing.
 
If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing.
Line 429: Line 459:
 
* "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.
 
* "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)].
+
Additional {{ExternalLink|link= https://forums.bistudio.com/forums/topic/205515-handledamage-event-handler-explained/|text= Celery's explanation (Updated by ShadowRanger for Arma 3)}}.
  
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 444: Line 474:
 
* 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.)
* {{GVI|arma3|1.49}} hitPartIndex: [[Number]] - Hit part index of the hit point, -1 otherwise.
+
* {{GVI|arma3|1.50}} hitPartIndex: [[Number]] - Hit part index of the hit point, -1 otherwise.
* {{GVI|arma3|1.65}} instigator: [[Object]] - Person who pulled the trigger
+
* {{GVI|arma3|1.66}} instigator: [[Object]] - Person who pulled the trigger
* {{GVI|arma3|1.67}} hitPoint: [[String]] - hit point Cfg name
+
* {{GVI|arma3|1.68}} hitPoint: [[String]] - hit point Cfg name
  
  
 
==== HandleHeal ====
 
==== HandleHeal ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when unit starts to heal (player using heal action or AI heals after being ordered).
 
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]].
+
Triggers only on PC where EH is added and unit is [[Multiplayer Scripting#Locality|local]].
 
If code returns false, engine side healing follows.
 
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.
 
Return true if you handle healing in script, use [[AISFinishHeal]] to tell engine that script side healing is done.
Line 458: Line 488:
 
'''NOTE''': This Event Handler is broken but somewhat usable.
 
'''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.
 
When attached to a unit it will fire when medic action is started (not finished!) on the unit.
{{Inline code|_this [[select]] 0}} will be the unit itself, {{Inline code|_this [[select]] 1}} will be the healer.
+
{{ic|_this [[select]] 0}} will be the unit itself, {{ic|_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 the engine default healing behaviour.
 
The 3rd param will always be [[false]] and neither returning [[true]] nor using [[AISFinishHeal]] will have any effect on the engine default healing behaviour.
 
If unit walks away from the healer during healing action, the heal will not finish but there is no way to detect this within "HandleHeal" framework.<br><br>
 
If unit walks away from the healer during healing action, the heal will not finish but there is no way to detect this within "HandleHeal" framework.<br><br>
 
This code will fix unit to 100% health after self-use of medpack:
 
This code will fix unit to 100% health after self-use of medpack:
  [[this]] [[addEventHandler]] ["HandleHeal", {
+
  [[Magic Variables#this_2|this]] [[addEventHandler]] ["HandleHeal", {
  [[_this]] [[spawn]] {
+
  [[Magic Variables#this|_this]] [[spawn]] {
 
  [[params]] ["_injured", "_healer"];
 
  [[params]] ["_injured", "_healer"];
 
  [[private]] _damage = [[damage]] _injured;
 
  [[private]] _damage = [[damage]] _injured;
Line 486: Line 516:
  
 
==== HandleIdentity ====
 
==== HandleIdentity ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in [[Scheduler#Unscheduled_Environment|unscheduled environment]].
 
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in [[Scheduler#Unscheduled_Environment|unscheduled environment]].
 
Doesn't trigger for editor placed units. Doesn't work in Multiplayer. If EH scope returns [[true]], the default engine identity application is overridden.
 
Doesn't trigger for editor placed units. Doesn't work in Multiplayer. If EH scope returns [[true]], the default engine identity application is overridden.
 
<code>bob = [[group]] [[player]] [[createUnit]] [<nowiki/>[[typeOf]] [[player]], [[position]] [[player]], [], 0, "none"];
 
<code>bob = [[group]] [[player]] [[createUnit]] [<nowiki/>[[typeOf]] [[player]], [[position]] [[player]], [], 0, "none"];
bob [[addEventHandler]] ["HandleIdentity", {[[hint]] [[str]] [[_this]]}];</code>
+
bob [[addEventHandler]] ["HandleIdentity", {[[hint]] [[str]] [[Magic Variables#this|_this]]}];</code>
 
* unit: [[Object]] - Object the event handler is assigned to
 
* unit: [[Object]] - Object the event handler is assigned to
  
  
 
{{ArgTitle|HandleRating|4|{{GVI|arma3|1.32}}}}
 
{{ArgTitle|HandleRating|4|{{GVI|arma3|1.32}}}}
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill.
 
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.
 
If EH code returns [[Number]], this will override default engine behaviour and the resulting value added will be the one returned by EH code.
Line 509: Line 539:
  
 
{{ArgTitle|HandleScore|4|{{GVI|arma3|1.32}}}}
 
{{ArgTitle|HandleScore|4|{{GVI|arma3|1.32}}}}
{{EffArg|cmd|arg|global}}{{ServerExec}}<br>
+
{{Icon|globalArgument|32}}{{Icon|serverExec|32}}<br>
 
Triggered when engine adds score to overall score of the unit, usually after a kill.
 
Triggered when engine adds score to overall score of the unit, usually after a kill.
 
If the EH code returns [[Nothing]] or [[true]], the default engine scoreboard update (score, vehicle kills, infantry kills, etc) is applied, if it returns [[false]], the engine update is cancelled. To add or modify score, use [[addScore]] and [[addScoreSide]] commands.
 
If the EH code returns [[Nothing]] or [[true]], the default engine scoreboard update (score, vehicle kills, infantry kills, etc) is applied, if it returns [[false]], the engine update is cancelled. To add or modify score, use [[addScore]] and [[addScoreSide]] commands.
Line 526: Line 556:
  
 
==== Hit ====
 
==== Hit ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when the unit is hit/damaged.
 
Triggered when the unit is hit/damaged.
  
Line 542: Line 572:
 
* source: [[Object]] - Object that caused the damage – contains ''unit'' in case of collisions
 
* source: [[Object]] - Object that caused the damage – contains ''unit'' in case of collisions
 
* damage: [[Number]] - Level of damage caused by the hit
 
* damage: [[Number]] - Level of damage caused by the hit
* {{GVI|arma3|1.65}} instigator: [[Object]] - Person who pulled the trigger
+
* {{GVI|arma3|1.66}} instigator: [[Object]] - Person who pulled the trigger
  
  
 
==== HitPart ====
 
==== HitPart ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Runs when the object it was added to gets injured/damaged.
 
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
 
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
Line 556: Line 586:
 
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.
 
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'''
+
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 below.
* 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 below.
 
 
 
  
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 568: Line 595:
  
 
* target: [[Object]] - Object that got injured/damaged.
 
* target: [[Object]] - Object that got injured/damaged.
* 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]].
+
* shooter: [[Object]] - Unit or vehicle that inflicted the damage. If injured by a vehicle collision, 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.
 
In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.
 
* projectile: [[Object]] - Object that was fired.
 
* projectile: [[Object]] - Object that was fired.
Line 574: Line 601:
 
* velocity: [[Vector3D]] - 3D speed at which bullet impacted.
 
* velocity: [[Vector3D]] - 3D speed at which bullet impacted.
 
* selection: [[Array]] - Array of [[String]]s with named selection of the object that were hit.
 
* selection: [[Array]] - Array of [[String]]s with named selection of the object that were hit.
* ammo: [[Array]] - Ammo info: [hit value, indirect hit value, indirect hit range, explosive damage, ammo class name] OR, if there is no shot object: [impulse value on object collided with,0,0,0]
+
* ammo: [[Array]] - Ammo info: [hit value, indirect hit value, indirect hit range, explosive damage, ammo class name]; Or, in case of a vehicle collision: [impulse value, 0, 0, 0]; Hit and damage values 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.
 
* vector: [[Vector3D]] - vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, vector would be pointing out of the wall at a 90 degree angle.
 
* vector: [[Vector3D]] - vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, vector would be pointing out of the wall at a 90 degree angle.
 
* radius: [[Number]] - Radius (size) of component hit.
 
* radius: [[Number]] - Radius (size) of component hit.
Line 582: Line 609:
  
 
==== Init ====
 
==== Init ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.
 
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.
 
e.g:
 
e.g:
Line 591: Line 618:
  
 
==== IncomingMissile ====
 
==== IncomingMissile ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI or Player at the target was fired.
+
Triggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["IncomingMissile", {
 
this addEventHandler ["IncomingMissile", {
Line 602: Line 629:
 
* ammo: [[String]] - Ammo type that was fired on the target
 
* ammo: [[String]] - Ammo type that was fired on the target
 
* {{GVI|arma3|1.42}} vehicle: [[Object]] - Vehicle that fired the weapon. In case of soldier, unit is returned
 
* {{GVI|arma3|1.42}} vehicle: [[Object]] - Vehicle that fired the weapon. In case of soldier, unit is returned
* {{GVI|arma3|1.65}} instigator: [[Object]] - Person who pulled the trigger
+
* {{GVI|arma3|1.66}} instigator: [[Object]] - Person who pulled the trigger
  
  
 
{{ArgTitle|InventoryClosed|4|{{GVI|arma3|1.22}}}}
 
{{ArgTitle|InventoryClosed|4|{{GVI|arma3|1.22}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when the unit closes inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger.
 
Triggered when the unit closes inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger.
  
  {{codecomment|// Delete dropped items when inventory closed}}
+
  {{cc|Delete dropped items when inventory closed}}
 
  [[player]] [[addEventHandler]] ["InventoryClosed", {
 
  [[player]] [[addEventHandler]] ["InventoryClosed", {
 
  [[deleteVehicle]] (_this [[select]] 1);
 
  [[deleteVehicle]] (_this [[select]] 1);
Line 624: Line 651:
  
 
{{ArgTitle|InventoryOpened|4|{{GVI|arma3|1.22}}}}
 
{{ArgTitle|InventoryOpened|4|{{GVI|arma3|1.22}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when unit opens inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger. End EH main scope with [[true]] to override the opening of the inventory in case you wish to handle it yourself:
 
Triggered when unit opens inventory. Said unit can be non-local when adding the EH, but '''must''' be local for the EH to trigger. End EH main scope with [[true]] to override the opening of the inventory in case you wish to handle it yourself:
  
  {{codecomment|// Create and open an ammo box when "Inventory" button is pressed}}
+
  {{cc|Create and open an ammo box when "Inventory" button is pressed}}
 
  [[player]] [[addEventHandler]] ["InventoryOpened", {
 
  [[player]] [[addEventHandler]] ["InventoryOpened", {
 
  [[player]] [[removeAllEventHandlers]] "InventoryOpened";
 
  [[player]] [[removeAllEventHandlers]] "InventoryOpened";
Line 644: Line 671:
 
* unit: [[Object]] - Object the event handler is assigned to
 
* unit: [[Object]] - Object the event handler is assigned to
 
* targetContainer: [[Object]] - connected container or weaponholder
 
* targetContainer: [[Object]] - connected container or weaponholder
* {{GVI|arma3|1.65}} secondaryContainer: [[Object]] - second connected container or weaponholder or [[objNull]]
+
* {{GVI|arma3|1.66}} secondaryContainer: [[Object]] - second connected container or weaponholder or [[objNull]]
  
  
 
==== Killed ====
 
==== Killed ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when the unit is killed.
 
Triggered when the unit is killed.
  
Line 660: Line 687:
 
* unit: [[Object]] - Object the event handler is assigned to
 
* unit: [[Object]] - Object the event handler is assigned to
 
* killer: [[Object]] - Object that killed the unit. Contains the unit itself in case of collisions
 
* killer: [[Object]] - Object that killed the unit. Contains the unit itself in case of collisions
* {{GVI|arma3|1.65}} instigator: [[Object]] - Person who pulled the trigger
+
* {{GVI|arma3|1.66}} instigator: [[Object]] - Person who pulled the trigger
* {{GVI|arma3|1.67}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax
+
* {{GVI|arma3|1.68}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax
  
  
 
==== LandedTouchDown ====
 
==== LandedTouchDown ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when a plane (AI or player) touches the ground.
 
Triggered when a plane (AI or player) touches the ground.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 678: Line 705:
  
 
==== LandedStopped ====
 
==== LandedStopped ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when an AI pilot would get out usually. Not executed for player.
 
Triggered when an AI pilot would get out usually. Not executed for player.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 691: Line 718:
  
 
{{ArgTitle|Landing|4|{{GVI|arma3|1.70}}}}
 
{{ArgTitle|Landing|4|{{GVI|arma3|1.70}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when an AI pilot (or auto-pilot) is preparing for landing. The exact moment of triggering coincides with lowering of the gear ("Gear" EH)
 
Triggered when an AI pilot (or auto-pilot) is preparing for landing. The exact moment of triggering coincides with lowering of the gear ("Gear" EH)
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 705: Line 732:
  
 
{{ArgTitle|LandingCanceled|4|{{GVI|arma3|1.70}}}}
 
{{ArgTitle|LandingCanceled|4|{{GVI|arma3|1.70}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when AI pilot landing is cancelled (for example new order received to land elsewhere).
 
Triggered when AI pilot landing is cancelled (for example new order received to land elsewhere).
 
The exact moment of triggering coincides with retracting of the gear ("Gear" EH).
 
The exact moment of triggering coincides with retracting of the gear ("Gear" EH).
Line 721: Line 748:
  
 
==== Local ====
 
==== Local ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
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.
 
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]],
+
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 [[Magic Variables#this|_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]].
+
and on the computer from which ownership is transferred (old owner), in which case [[Magic Variables#this|_this]] [[select]] 1 will be [[false]].
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["Local", {
 
this addEventHandler ["Local", {
Line 736: Line 763:
  
 
{{ArgTitle|PathCalculated|4|{{GVI|arma3|1.94}}}}
 
{{ArgTitle|PathCalculated|4|{{GVI|arma3|1.94}}}}
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggers when [[calculatePath]] command has calculated the path.
 
Triggers when [[calculatePath]] command has calculated the path.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 766: Line 793:
  
 
{{ArgTitle|Put|4|{{GVI|arma3|0.56}}}}
 
{{ArgTitle|Put|4|{{GVI|arma3|0.56}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when a unit puts an item in a container.
 
Triggers when a unit puts an item in a container.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 778: Line 805:
 
* item: [[String]] - The class name of the moved item
 
* item: [[String]] - The class name of the moved item
  
{{Informative|This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.}}
+
{{Feature|Informative|This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.}}
  
 
{{ArgTitle|Reloaded|4|{{GVI|arma3|1.58}}}}
 
{{ArgTitle|Reloaded|4|{{GVI|arma3|1.58}}}}
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggers when a weapon is reloaded with a new magazine. For more information see: [[Arma_3:_Event_Handlers/Reloaded|Reloaded]]
 
Triggers when a weapon is reloaded with a new magazine. For more information see: [[Arma_3:_Event_Handlers/Reloaded|Reloaded]]
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 797: Line 824:
  
 
==== Respawn ====
 
==== Respawn ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a unit respawns.
 
Triggered when a unit respawns.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 838: Line 865:
  
 
{{ArgTitle|SeatSwitched|4|{{GVI|arma3|1.50}}}}
 
{{ArgTitle|SeatSwitched|4|{{GVI|arma3|1.50}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when unit changes seat within vehicle. EH returns both units switching seats.
 
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]].
 
If switching seats with an empty seat, one of the returned units will be [[objNull]].
Line 855: Line 882:
  
 
{{ArgTitle|SeatSwitchedMan|4|{{GVI|arma3|1.58}}}}
 
{{ArgTitle|SeatSwitchedMan|4|{{GVI|arma3|1.58}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggered when unit changes seat within vehicle. EH returns both units switching seats.
 
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]].
 
If switching seats with an empty seat, one of the returned units will be [[objNull]].
Line 872: Line 899:
  
 
{{ArgTitle|SoundPlayed|4|{{GVI|arma3|0.56}}}}
 
{{ArgTitle|SoundPlayed|4|{{GVI|arma3|0.56}}}}
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
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:
 
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
 
* 1 : Breath
Line 898: Line 925:
  
  
{{ArgTitle|Suppressed|4|{{GVI|arma3dev|2.01}}}}
+
{{ArgTitle|Suppressed|4|{{GVI|arma3|2.02}}}}
<!-- {{EffArg|cmd|arg|global}}<br> -->
+
<!-- {{Icon|globalArgument|32}}<br> -->
Triggers when enemy projectile is passing by closer than defined suppression radius ammo value in config. Can be made to trigger for the same side if the side is set as enemy to itself:<br> <tt>[[west]] [[setFriend]] <nowiki>[</nowiki>[[west]], 0];</tt>
+
Triggers when enemy projectile is passing by closer than defined suppression radius ammo value in config. Can be made to trigger for the same side if the side is set as enemy to itself:<br> <tt>[[west]] [[setFriend]] [<nowiki/>[[west]], 0];</tt>
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["Suppressed", {
 
this addEventHandler ["Suppressed", {
Line 917: Line 944:
  
 
{{ArgTitle|Take|4|{{GVI|arma3|0.56}}}}
 
{{ArgTitle|Take|4|{{GVI|arma3|0.56}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when a unit takes an item from a container.
 
Triggers when a unit takes an item from a container.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 929: Line 956:
 
* item: [[String]] - The class name of the taken item
 
* item: [[String]] - The class name of the taken item
  
{{Informative|This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.}}
+
{{Feature|Informative|This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.}}
  
  
Line 971: Line 998:
  
 
==== WeaponAssembled ====
 
==== WeaponAssembled ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon.
 
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 984: Line 1,011:
  
 
==== WeaponDisassembled ====
 
==== WeaponDisassembled ====
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.<br><br>
 
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
 
'''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
Line 999: Line 1,026:
  
 
{{ArgTitle|WeaponDeployed|4|{{GVI|arma3|1.44}}}}
 
{{ArgTitle|WeaponDeployed|4|{{GVI|arma3|1.44}}}}
{{EffArg|cmd|arg|global}}<br>
+
{{Icon|globalArgument|32}}<br>
 
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time.
 
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,012: Line 1,039:
  
 
{{ArgTitle|WeaponRested|4|{{GVI|arma3|1.44}}}}
 
{{ArgTitle|WeaponRested|4|{{GVI|arma3|1.44}}}}
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggers when weapon rested state changes (weapon near a surface that can provide weapon support).
 
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.
 
Note: A weapon cannot be rested and deployed at the same time.
Line 1,032: Line 1,059:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
{{Important|Limited or non-existent functionality}}  
+
{{Feature|important|Limited or non-existent functionality}}  
  
 
==== SelectedActionChanged ====
 
==== SelectedActionChanged ====
Line 1,042: Line 1,069:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
{{Important|Limited or non-existent functionality}}  
+
{{Feature|important|Limited or non-existent functionality}}  
  
 
==== SelectedRotorLibActionPerformed ====
 
==== SelectedRotorLibActionPerformed ====
Line 1,052: Line 1,079:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
{{Important|Works only for key press combination <tt>RightCtrl</tt> + <tt>W</tt>, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:<br>
+
{{Feature|important|Works only for key press combination <tt>RightCtrl</tt> + <tt>W</tt>, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:<br>
 
0: HelicopterAutoTrimOn<br>
 
0: HelicopterAutoTrimOn<br>
 
1: HelicopterAutoTrimOff<br>
 
1: HelicopterAutoTrimOff<br>
Line 1,069: Line 1,096:
 
</syntaxhighlight>
 
</syntaxhighlight>
  
{{Important|Limited or non-existent functionality}}  
+
{{Feature|important|Limited or non-existent functionality}}  
  
{{Cfg ref|end}}
+
{{ConfigPage|end}}
  
  
 
{{ArgTitle|Curator|3|{{GVI|arma3|1.16}}}}
 
{{ArgTitle|Curator|3|{{GVI|arma3|1.16}}}}
{{EffArg|cmd|arg|local}}{{EffArg|cmd|eff|local}}<br>
+
{{Icon|localArgument|32}}{{Icon|localEffect|32}}<br>
[[Curator]] Event Handlers are also added with the [[addEventHandler]] command. They are executed only where the curator is local - on the machine that is in control of it.
+
[[Arma 3: Curator]] Event Handlers are also added with the [[addEventHandler]] command. They are executed only where the curator is local - on the machine that is in control of it.
{{Important|These Event Handlers must be added to the curator object/module, '''not''' the player!}}
+
{{Feature|important|These Event Handlers must be added to the curator object/module, '''not''' the player!}}
  
{{Cfg ref|start}}
+
{{ConfigPage|start}}
{{Cfg ref|abc}}
+
{{ConfigPage|abc}}
 
==== CuratorFeedbackMessage ====
 
==== CuratorFeedbackMessage ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when curator attempts invalid action in curator interface.
 
Triggered when curator attempts invalid action in curator interface.
  
Line 1,091: Line 1,118:
 
* 102 - trying to place an object which is too expensive (cost set in ''curatorObjectRegistered'' multiplied by [[setCuratorCoef]] "place" is larger than [[curatorPoints]])
 
* 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]]
 
* 103 - trying to place an object outside of [[curatorEditingArea]]
 +
* 104 - items of a placed composition were skipped / could not be placed ({{Since|arma3|2.06}})
 
* 201 - trying to place a waypoint when waypoint placing is disabled
 
* 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]])
 
* 202 - trying to place a waypoint which is too expensive (cost set by [[setCuratorWaypointCost]] multiplied by [[setCuratorCoef]] "place" is larger than [[curatorPoints]])
Line 1,122: Line 1,150:
  
 
==== CuratorGroupDoubleClicked ====
 
==== CuratorGroupDoubleClicked ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a group is double-clicked on in curator interface.
 
Triggered when a group is double-clicked on in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,135: Line 1,163:
  
 
==== CuratorGroupPlaced ====
 
==== CuratorGroupPlaced ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when new group is placed in curator interface.
 
Triggered when new group is placed in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,148: Line 1,176:
  
 
==== CuratorGroupSelectionChanged ====
 
==== CuratorGroupSelectionChanged ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a group is selected in curator interface.
 
Triggered when a group is selected in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,161: Line 1,189:
  
 
==== CuratorMarkerDeleted ====
 
==== CuratorMarkerDeleted ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a marker is deleted in curator interface.
 
Triggered when a marker is deleted in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,174: Line 1,202:
  
 
==== CuratorMarkerDoubleClicked ====
 
==== CuratorMarkerDoubleClicked ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a marker is double-clicked on in curator interface.
 
Triggered when a marker is double-clicked on in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,187: Line 1,215:
  
 
==== CuratorMarkerEdited ====
 
==== CuratorMarkerEdited ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a marker is moved in curator interface.
 
Triggered when a marker is moved in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,200: Line 1,228:
  
 
==== CuratorMarkerPlaced ====
 
==== CuratorMarkerPlaced ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when new marker is placed in curator interface.
 
Triggered when new marker is placed in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,213: Line 1,241:
  
 
==== CuratorMarkerSelectionChanged ====
 
==== CuratorMarkerSelectionChanged ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a marker is selected in curator interface.
 
Triggered when a marker is selected in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,226: Line 1,254:
  
 
==== CuratorObjectDeleted ====
 
==== CuratorObjectDeleted ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when an object is deleted in curator interface.
 
Triggered when an object is deleted in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,239: Line 1,267:
  
 
==== CuratorObjectDoubleClicked ====
 
==== CuratorObjectDoubleClicked ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when an object is double-clicked on in curator interface.
 
Triggered when an object is double-clicked on in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,252: Line 1,280:
  
 
==== CuratorObjectEdited ====
 
==== CuratorObjectEdited ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when an object is moved or rotated in curator interface.
 
Triggered when an object is moved or rotated in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,265: Line 1,293:
  
 
==== CuratorObjectPlaced ====
 
==== CuratorObjectPlaced ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when new object is placed in curator interface.
 
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.
 
This event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles.
Line 1,279: Line 1,307:
  
 
==== CuratorObjectRegistered ====
 
==== CuratorObjectRegistered ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when player enters curator interface. Assign curator cost to every object in the game.
 
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.<br>
 
This is the primary method that a mission designer can use to limit the objects a curator can place.<br>
Line 1,295: Line 1,323:
  
 
==== CuratorObjectSelectionChanged ====
 
==== CuratorObjectSelectionChanged ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when an object is selected in curator interface.
 
Triggered when an object is selected in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,308: Line 1,336:
  
 
==== CuratorPinged ====
 
==== CuratorPinged ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
Triggered when a player pings his curator(s) by pressing ''Zeus'' key. To add player to specific curator, use [[addCuratorEditableObjects]] command.
+
Triggered when a player pings his curator(s) by pressing ''Zeus'' key.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
 
this addEventHandler ["CuratorPinged", {
 
this addEventHandler ["CuratorPinged", {
params ["_curator", "_unit"];
+
params ["_curator", "_player"];
 
}];
 
}];
 
</syntaxhighlight>
 
</syntaxhighlight>
Line 1,321: Line 1,349:
  
 
==== CuratorWaypointDeleted ====
 
==== CuratorWaypointDeleted ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a waypoint is deleted in curator interface.
 
Triggered when a waypoint is deleted in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,334: Line 1,362:
  
 
==== CuratorWaypointDoubleClicked ====
 
==== CuratorWaypointDoubleClicked ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a waypoint is double-clicked on in curator interface.
 
Triggered when a waypoint is double-clicked on in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,347: Line 1,375:
  
 
==== CuratorWaypointEdited ====
 
==== CuratorWaypointEdited ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a waypoint is moved in curator interface.
 
Triggered when a waypoint is moved in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,360: Line 1,388:
  
 
==== CuratorWaypointPlaced ====
 
==== CuratorWaypointPlaced ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when new waypoint is placed in curator interface.
 
Triggered when new waypoint is placed in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,374: Line 1,402:
  
 
==== CuratorWaypointSelectionChanged ====
 
==== CuratorWaypointSelectionChanged ====
{{EffArg|cmd|arg|local}}<br>
+
{{Icon|localArgument|32}}<br>
 
Triggered when a waypoint is selected in curator interface.
 
Triggered when a waypoint is selected in curator interface.
 
<syntaxhighlight lang="cpp">
 
<syntaxhighlight lang="cpp">
Line 1,386: Line 1,414:
  
  
{{Cfg ref|end}}
+
{{ConfigPage|end}}
  
  
=== Multiplayer Event Handlers ===
+
== Multiplayer Event Handlers ==
Global object event handler, executed on every connected machine.<br>
+
 
 +
Global object event handler, executed on every connected machine.
 +
 
 
Commands:
 
Commands:
 
* [[addMPEventHandler]]
 
* [[addMPEventHandler]]
Line 1,396: Line 1,426:
 
* [[removeAllMPEventHandlers]]
 
* [[removeAllMPEventHandlers]]
  
{{Cfg ref|start}}
+
{{ConfigPage|start}}
{{Cfg ref|abc}}
+
{{ConfigPage|abc}}
 
==== MPHit ====
 
==== MPHit ====
{{EffArg|cmd|arg|global}}{{EffArg|cmd|eff|global}}<br>
+
{{Icon|globalArgument|32}}{{Icon|globalEffect|32}}<br>
 
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.
 
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.
 
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.
Line 1,407: Line 1,437:
 
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.
 
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]].
 
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 ({{Inline code|unit [[addEventHandler]] ["HandleDamage", {0}];}}.
+
However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage ({{ic|unit [[addEventHandler]] ["HandleDamage", {0}];}}.
 
Will not trigger once the unit is dead.
 
Will not trigger once the unit is dead.
  
 
Note: call a function from the MPHit EH code space rather than defining the full code in there directly.
 
Note: call a function from the MPHit EH code space rather than defining 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!
 
The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!
 +
 +
<syntaxhighlight lang="cpp">
 +
this addMPEventHandler ["MPHit", {
 +
params ["_unit", "_causedBy", "_damage", "_instigator"];
 +
}];
 +
</syntaxhighlight>
 +
 
* 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. Contains the unit itself in case of collisions. <br>
 
* 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
 
* damage: [[Number]] - Level of damage caused by the hit
* {{GVI|arma3|1.65}} instigator: [[Object]] - Person who pulled the trigger
+
* {{GVI|arma3|1.66}} instigator: [[Object]] - Person who pulled the trigger
  
  
 
==== MPKilled ====
 
==== MPKilled ====
{{EffArg|cmd|arg|global}}{{EffArg|cmd|eff|global}}<br>
+
{{Icon|globalArgument|32}}{{Icon|globalEffect|32}}<br>
 
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.
 
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 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.
  
* unit: [[Object]] - Object the event handler is assigned to
+
<syntaxhighlight lang="cpp">
 +
this addMPEventHandler ["MPKilled", {
 +
params ["_unit", "_killer", "_instigator", "_useEffects"];
 +
}];
 +
</syntaxhighlight>
 +
 
 +
* 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
 
* killer: [[Object]] - Object that killed the unit<br>Contains the unit itself in case of collisions
* {{GVI|arma3|1.65}} instigator: [[Object]] - Person who pulled the trigger
+
* {{GVI|arma3|1.66}} instigator: [[Object]] - Person who pulled the trigger
* {{GVI|arma3|1.67}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax
+
* {{GVI|arma3|1.68}} useEffects: [[Boolean]] - same as ''useEffects'' in [[setDamage]] alt syntax
  
  
 
==== MPRespawn ====
 
==== MPRespawn ====
{{EffArg|cmd|arg|global}}{{EffArg|cmd|eff|local}}<br>
+
{{Icon|globalArgument|32}}{{Icon|localEffect|32}}<br>
 
Triggered when a unit, it is assigned to, respawns. This EH does not work as one would expect MP EH should work like.
 
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]].
+
It is only triggered on one machine where the unit it was assigned to is [[Multiplayer Scripting#Locality|local]].
 
The only difference between '''Respawn''' and '''MPRespawn''' is that '''MPRespawn''' can be assigned from anywhere while '''Respawn''' requires the unit to be local.<br><br>
 
The only difference between '''Respawn''' and '''MPRespawn''' is that '''MPRespawn''' can be assigned from anywhere while '''Respawn''' requires the unit to be local.<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.<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.<br>
For example: {{Inline code|[[player]] [[addMPEventHandler]] ["MPRespawn", {[1234,1234,0]}];}} will place player at [1234,1234,0] immediately on respawn.
+
For example: {{ic|[[player]] [[addMPEventHandler]] ["MPRespawn", {[1234,1234,0]}];}} will place player at [1234,1234,0] immediately on respawn.
 +
 
 +
 
 +
<syntaxhighlight lang="cpp">
 +
this addMPEventHandler ["MPRespawn", {
 +
params ["_unit", "_corpse"];
 +
}];
 +
</syntaxhighlight>
 +
 
 
* unit: [[Object]] - Object the event handler is assigned to
 
* 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.
 
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling.
  
  
{{Cfg ref|end}}
+
{{ConfigPage|end}}
  
  
 
== Mission Event Handlers ==
 
== Mission Event Handlers ==
  
Mission event handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.
+
Mission Event Handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.
  
''Full article - [[Arma 3: Event Handlers/addMissionEventHandler]]''
+
Commands:
 +
* [[addMissionEventHandler]]
 +
* [[removeMissionEventHandler]]
 +
 
 +
{{Feature | informative | See [[Arma 3: Mission Event Handlers]].}}
 +
 
 +
 
 +
{{ArgTitle|UserAction Event Handlers|2|{{GVI|arma3|2.06}}}}
 +
 
 +
UserAction Event Handlers are events that trigger on user action.
 +
 
 +
Commands:
 +
* [[addUserActionEventHandler]]
 +
* [[removeUserActionEventHandler]]
 +
{{Feature | informative | See [[Arma 3: Modded Keybinding]].}}
 +
 
 +
{{ConfigPage|start}}
 +
{{ConfigPage|abc}}
 +
==== Activate ====
 +
<syntaxhighlight lang="cpp">
 +
this addUserActionEventHandler ["KeyName", "Activate", {
 +
params ["_activated"];
 +
}];
 +
</syntaxhighlight>
 +
 
 +
* _activated: [[Boolean]] - always returns [[true]]
 +
 
 +
==== Deactivate ====
 +
<syntaxhighlight lang="cpp">
 +
this addUserActionEventHandler ["KeyName", "Deactivate", {
 +
params ["_activated"];
 +
}];
 +
</syntaxhighlight>
 +
 
 +
* _activated: [[Boolean]] - always returns [[false]]
 +
 
 +
==== Analog ====
 +
<syntaxhighlight lang="cpp">
 +
this addUserActionEventHandler ["KeyName", "Analog", {
 +
params ["_value"];
 +
}];
 +
</syntaxhighlight>
 +
 
 +
* _value: [[Number]] - input device's analog value
 +
 
 +
 
 +
{{ConfigPage|end}}
  
  
Line 1,458: Line 1,555:
 
* [[Arma_3: Event Handlers/inGameUISetEventHandler#NextAction|NextAction]] - Action menu scroll down event
 
* [[Arma_3: Event Handlers/inGameUISetEventHandler#NextAction|NextAction]] - Action menu scroll down event
  
{{note|Only one event of each kind can exist, adding another will overwrite the existing one.}}
+
{{Feature | important | Only one event of each kind can exist, adding another will overwrite the existing one.}}
  
 
Commands:
 
Commands:
Line 1,479: Line 1,576:
 
== Music Event Handlers ==
 
== Music Event Handlers ==
  
Music event handler, always executed on the computer where it was added.<br>
+
Music event handler, always executed on the computer where it was added.
 +
 
 
Commands:
 
Commands:
 
* [[setMusicEventHandler]]
 
* [[setMusicEventHandler]]
Line 1,486: Line 1,584:
 
* [[removeAllMusicEventHandlers]]
 
* [[removeAllMusicEventHandlers]]
  
{{Cfg ref|start}}
+
{{ConfigPage|start}}
{{Cfg ref|abc}}
+
{{ConfigPage|abc}}
 
{{ArgTitle|MusicStart|4|{{GVI|arma3|0.50}}}}
 
{{ArgTitle|MusicStart|4|{{GVI|arma3|0.50}}}}
 
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command.
 
Triggers when [[Description.ext#cfgMusic|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command.
Line 1,505: Line 1,603:
  
  
{{Cfg ref|end}}
+
{{ConfigPage|end}}
  
  
Line 1,523: Line 1,621:
  
 
Triggers when [[missionNamespace]] variable EH is associated with is sent over network via [[publicVariable]], [[publicVariableServer]] or [[publicVariableClient]] commands.
 
Triggers when [[missionNamespace]] variable EH is associated with is sent over network via [[publicVariable]], [[publicVariableServer]] or [[publicVariableClient]] commands.
{{Informative | Unlike with other types of EHs, there is no way of removing added public variable event handler}}
+
{{Feature | Informative | Unlike with other types of EHs, there is no way of removing added public variable event handler}}
  
 
== Weapon Config Muzzle Events ==
 
== Weapon Config Muzzle Events ==
Line 1,552: Line 1,650:
 
* [[BIS_fnc_removeAllScriptedEventHandlers]]
 
* [[BIS_fnc_removeAllScriptedEventHandlers]]
 
* [[BIS_fnc_callScriptedEventHandler]]
 
* [[BIS_fnc_callScriptedEventHandler]]
''Full article - [[Arma 3: Event Handlers/ScriptedEventHandlers]]''
+
''Full article - [[Arma 3: Scripted Event Handlers]]''
  
  
 
[[Category: Event Handlers]]
 
[[Category: Event Handlers]]
[[Category:Scripting Topics]]
 

Revision as of 14:18, 26 July 2021

Contents

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.

Basic Event Handlers

The object-based Event Handler is always executed on the computer where it was added.

Commands:

Standard

AnimChanged

GAGlobal
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.

this addEventHandler ["AnimChanged", {
	params ["_unit", "_anim"];
}];
  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that is started


AnimDone

GAGlobal
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.

this addEventHandler ["AnimDone", {
	params ["_unit", "_anim"];
}];
  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that has been finished


AnimStateChanged

GAGlobal
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.

this addEventHandler ["AnimStateChanged", {
	params ["_unit", "_anim"];
}];
  • unit: Object - Object the event handler is assigned to
  • anim: String - Name of the anim that has been started


4

GAGlobal
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.

this addEventHandler ["ContainerClosed", {
	params ["_container", "_unit"];
}];
  • container: Object - Cargo container.
  • player: Object - Unit who accessed the container.


4

GAGlobal
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.

this addEventHandler ["ContainerOpened", {
	params ["_container", "_unit"];
}];
  • container: Object - Cargo container.
  • player: Object - Unit who accessed the container.


4

GAGlobalLELocal
Triggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an action such as TakeVehicleControl, SuspendVehicleControl, UnlockVehicleControl, LockVehicleControl, or when enableCopilot command is used. This event handler will always fire on the PC where action is triggered as well as where the vehicle is local at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. For example, 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 both, client and server PC, but subsequent co-pilot "Release Controls" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of ControlsShifted event handler.

this addEventHandler ["ControlsShifted", {
	params ["_vehicle", "_activeCoPilot", "_oldController"];
}];
  • vehicle: Object - Vehicle which controls were shifted.
  • activeCoPilot: Object - Co-pilot unit which controls vehicle after this event. objNull if co-pilot is not controlling the vehicle.
  • oldController: Object - Unit who controlled vehicle before this event.


Dammaged

GAGlobal
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:

  • The typo is "intentional": it is Dammaged with two "m".
  • 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.
this addEventHandler ["Dammaged", {
	params ["_unit", "_selection", "_damage", "_hitIndex", "_hitPoint", "_shooter", "_projectile"];
}];
  • 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
  • Arma 3 logo black.png1.68 hitPartIndex: Number - hit index of the hit selection
  • Arma 3 logo black.png1.68 hitPoint: String - hit point Cfg name
  • Arma 3 logo black.png1.70 shooter: Object - shooter reference (to get instigator use getShotParents on projectile)
  • Arma 3 logo black.png1.70 projectile: Object - the projectile that caused damage


4

GAGlobal
Triggered just before the assigned entity is deleted.

this addEventHandler ["Deleted", {
	params ["_entity"];
}];
  • entity: Object - Object the event handler is assigned to

4

LALocal
Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.

this addEventHandler ["Disassembled", {
	params ["_entity", "_primaryBag", "_secondaryBag"];
}];
  • entity: Object - Object the event handler is assigned to
  • primaryBag: Object - First backpack object which was entity disassembled into
  • secondaryBag: Object - Second backpack object which was entity disassembled into

Engine

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

this addEventHandler ["Engine", {
	params ["_vehicle", "_engineState"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • engineState: Boolean - True when the engine is turned on, false when turned off


4

GAGlobal
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.

this addEventHandler ["EpeContact", {
	params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];
  • 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.
  • select2: String - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
  • force: Number - Force of collision.


4

GAGlobal
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.

this addEventHandler ["EpeContactEnd", {
	params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];
  • 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.
  • select2: String - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
  • force: Number - Force of collision.


4

GAGlobal
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.

this addEventHandler ["EpeContactStart", {
	params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];
  • 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.
  • select2: String - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
  • force: Number - Force of collision.


4

GAGlobal
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.

this addEventHandler ["Explosion", {
	params ["_vehicle", "_damage"];
}];
  • vehicle: Object - Object the event handler is assigned to
  • damage: Number - Damage inflicted to the object


Fired

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

Special multiplayer behaviour: When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.
this addEventHandler ["Fired", {
	params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
}];
  • unit: Object - Object the event handler is assigned to
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used
  • magazine: String - magazine name which was used
  • projectile: Object - Object of the projectile that was shot out
  • Arma 3 logo black.png1.66 gunner: Object - gunner whose weapons are firing.


4

GAGlobal
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.

Special multiplayer behaviour: When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.
this addEventHandler ["FiredMan", {
	params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"];
}];
  • 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


FiredNear

GAGlobal
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. Arma 3 logo black.png1.30 Works with thrown weapons.

this addEventHandler ["FiredNear", {
	params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"];
}];
  • unit: Object - Object the event handler is assigned to
  • firer: Object - Object which fires a weapon near the unit
  • distance: Number - Distance in meters between the unit and firer (max. distance ~69m)
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle that was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used
  • Arma 3 logo black.png1.66 gunner: Object - gunner, whose weapons are fired


Fuel

GAGlobal
Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.

this addEventHandler ["Fuel", {
	params ["_vehicle", "_hasFuel"];
}];
  • vehicle: Object - vehicle the event handler is assigned to
  • hasFuel: Boolean - false when has no fuel, true when has some fuel


Gear

GAGlobal
Triggered when the unit lowers/retracts the landing gear, whether it is a helicopter or a plane. Also triggered for helicopters in landing mode, regardless if they have retractable gear or not.

Not to be confused with InventoryOpened and InventoryClosed events, Gear fires when the landing gear state on an aircraft has changed.
this addEventHandler ["Gear", {
	params ["_vehicle", "_gearState"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • gearState: Boolean - True when the gear is lowered, false when retracted


4

GAGlobal
Triggered every time a new gesture is played. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["GestureChanged", {
	params ["_unit", "_gesture"];
}];
  • unit: Object - Object the event handler is assigned to
  • gesture: String - Name of the gesture that has started playing


4

GAGlobal
Triggered every time a gesture is finished. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

this addEventHandler ["GestureDone", {
	params ["_unit", "_gesture"];
}];
  • unit: Object - Object the event handler is assigned to
  • gesture: String - Name of the gesture that has been finished


GetIn

GAGlobal
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.

this addEventHandler ["GetIn", {
	params ["_vehicle", "_role", "_unit", "_turret"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • unit: Object - Unit that entered the vehicle
  • Arma 3 logo black.png1.36 turret: Array - turret path


4

GAGlobal
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.

this addEventHandler ["GetInMan", {
	params ["_unit", "_role", "_vehicle", "_turret"];
}];
  • unit: Object - Unit the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • vehicle: Object - Vehicle the unit entered
  • turret: Array - turret path


GetOut

GAGlobal
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.

this addEventHandler ["GetOut", {
	params ["_vehicle", "_role", "_unit", "_turret"];
}];
  • vehicle: Object - Vehicle the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • unit: Object - Unit that left the vehicle
  • Arma 3 logo black.png1.36 turret: Array - turret path


4

GAGlobal
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.

this addEventHandler ["GetOutMan", {
	params ["_unit", "_role", "_vehicle", "_turret"];
}];
  • unit: Object - unit the event handler is assigned to
  • role: String - Can be either "driver", "gunner" or "cargo"
  • vehicle: Object - Vehicle that the unit left
  • turret: Array - turret path


HandleDamage

GAGlobal
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:

  • 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 Celery's explanation (Updated by ShadowRanger for Arma 3).

this addEventHandler ["HandleDamage", {
	params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitIndex", "_instigator", "_hitPoint"];
}];
  • unit: Object - Object the event handler is assigned to.
  • selection: 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.
  • 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.)
  • Arma 3 logo black.png1.50 hitPartIndex: Number - Hit part index of the hit point, -1 otherwise.
  • Arma 3 logo black.png1.66 instigator: Object - Person who pulled the trigger
  • Arma 3 logo black.png1.68 hitPoint: String - hit point Cfg name


HandleHeal

GAGlobal
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.

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 the engine default healing behaviour. If unit walks away from the healer during healing action, the heal will not finish but there is no way to detect this within "HandleHeal" framework.

This code will fix unit to 100% health after self-use of medpack:

this addEventHandler ["HandleHeal", {
	_this spawn {
		params ["_injured", "_healer"];
		private _damage = damage _injured;
		if (_injured == _healer) then {
			waitUntil {damage _injured != _damage};
			if (damage _injured < _damage) then {
				_injured setDamage 0;
			};
		};
	};
}];
this addEventHandler ["HandleHeal", {
	params ["_unit", "_healer", "_isMedic"];
}];


HandleIdentity

GAGlobal
Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment. Doesn't trigger for editor placed units. Doesn't work in Multiplayer. If EH scope returns true, the default engine identity application is overridden. bob = group player createUnit [typeOf player, position player, [], 0, "none"]; bob addEventHandler ["HandleIdentity", {hint str _this}];

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


4

LALocal
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.

this addEventHandler ["HandleRating", {
	params ["_unit", "_rating"];
}];
  • unit: Object - Object the event handler is assigned to
  • rating: Number - rating to be added


4

GAGlobalSEServer
Triggered when engine adds score to overall score of the unit, usually after a kill. If the EH code returns Nothing or true, the default engine scoreboard update (score, vehicle kills, infantry kills, etc) is applied, if it returns false, the engine update is cancelled. To add or modify score, use addScore and addScoreSide commands. For remote units like players, the event does not persist after respawn, and must be re-added to the new unit.

NOTE: MP only.

this addEventHandler ["HandleScore", {
	params ["_unit", "_object", "_score"];
}];
  • unit: Object - Object the event handler is assigned to
  • object: Object - object for which score was awarded
  • score: Number - score to be added


Hit

LALocal
Triggered when the unit is hit/damaged.

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

this addEventHandler ["Hit", {
	params ["_unit", "_source", "_damage", "_instigator"];
}];
  • unit: Object - Object the event handler is assigned to
  • source: Object - Object that caused the damage – contains unit in case of collisions
  • damage: Number - Level of damage caused by the hit
  • Arma 3 logo black.png1.66 instigator: Object - Person who pulled the trigger


HitPart

GAGlobal
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 respective 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 ammunition or explosions, such as fall damage and burning, "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.

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 below.

this addEventHandler ["HitPart", {
	(_this select 0) params ["_target", "_shooter", "_projectile", "_position", "_velocity", "_selection", "_ammo", "_vector", "_radius", "_surfaceType", "_isDirect"];
}];
  • target: Object - Object that got injured/damaged.
  • shooter: Object - Unit or vehicle that inflicted the damage. If injured by a vehicle collision, the target itself is returned, or in case of explosions, the null object.

In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.

  • projectile: Object - Object that was fired.
  • position: Position3D - Position the bullet impacted (ASL).
  • velocity: Vector3D - 3D speed at which bullet impacted.
  • selection: Array - Array of Strings with named selection of the object that were hit.
  • ammo: Array - Ammo info: [hit value, indirect hit value, indirect hit range, explosive damage, ammo class name]; Or, in case of a vehicle collision: [impulse value, 0, 0, 0]; Hit and damage values are derived from the projectile's CfgAmmo class, and do not match the actual damage inflicted, which is usually lower due to armor and other factors.
  • vector: Vector3D - vector that is orthogonal (perpendicular) to the surface struck. For example, if a wall was hit, vector would be pointing out of the wall at a 90 degree angle.
  • radius: Number - Radius (size) of component hit.
  • surface: String - Surface type struck.
  • direct: Boolean - true if object was directly hit, false if it was hit by indirect/splash damage.


Init

GAGlobal
Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config. e.g:

init = "params ['_entity'];";
params ["_entity"];
  • entity: Object - Object the event handler is assigned to


IncomingMissile

GAGlobal
Triggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target.

this addEventHandler ["IncomingMissile", {
	params ["_target", "_ammo", "_vehicle", "_instigator"];
}];
  • target: Object - Object the event handler is assigned to
  • ammo: String - Ammo type that was fired on the target
  • Arma 3 logo black.png1.42 vehicle: Object - Vehicle that fired the weapon. In case of soldier, unit is returned
  • Arma 3 logo black.png1.66 instigator: Object - Person who pulled the trigger


4

GAGlobal
Triggered when the unit closes inventory. Said unit can be non-local when adding the EH, but must be local for the EH to trigger.

// Delete dropped items when inventory closed
player addEventHandler ["InventoryClosed", {
	deleteVehicle (_this select 1);
}];
this addEventHandler ["InventoryClosed", {
	params ["_unit", "_container"];
}];
  • unit: Object - Object the event handler is assigned to
  • targetContainer: Object - connected container or weaponholder


4

GAGlobal
Triggered when unit opens inventory. Said unit can be non-local when adding the EH, but must be local for the EH to trigger. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:

// 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
}];

To return all nearby containers use nearSupplies command.

this addEventHandler ["InventoryOpened", {
	params ["_unit", "_container"];
}];
  • unit: Object - Object the event handler is assigned to
  • targetContainer: Object - connected container or weaponholder
  • Arma 3 logo black.png1.66 secondaryContainer: Object - second connected container or weaponholder or objNull


Killed

LALocal
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.

this addEventHandler ["Killed", {
	params ["_unit", "_killer", "_instigator", "_useEffects"];
}];
  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit. Contains the unit itself in case of collisions
  • Arma 3 logo black.png1.66 instigator: Object - Person who pulled the trigger
  • Arma 3 logo black.png1.68 useEffects: Boolean - same as useEffects in setDamage alt syntax


LandedTouchDown

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

this addEventHandler ["LandedTouchDown", {
	params ["_plane", "_airportID"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else)


LandedStopped

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

this addEventHandler ["LandedStopped", {
	params ["_plane", "_airportID"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number - ID of the airport (-1 for anything else)


4

GAGlobal
Triggered when an AI pilot (or auto-pilot) is preparing for landing. The exact moment of triggering coincides with lowering of the gear ("Gear" EH)

this addEventHandler ["Landing", {
	params ["_plane", "_airportID", "_isCarrier"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number or Object - ID of the airport or aircraft carrier object
  • isCarrier: Boolean - true if landing on aircraft carrier


4

GAGlobal
Triggered when AI pilot landing is cancelled (for example new order received to land elsewhere). The exact moment of triggering coincides with retracting of the gear ("Gear" EH). Note: Doesn't trigger if player switches off auto-pilot. Canceled is spelled with one L

this addEventHandler ["LandingCanceled", {
	params ["_plane", "_airportID", "_isCarrier"];
}];
  • plane: Object - Object the event handler is assigned to
  • airportID: Number or Object - ID of the airport or aircraft carrier object (-1 no airport)
  • isCarrier: Boolean - true if landing on aircraft carrier


Local

GAGlobal
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.

this addEventHandler ["Local", {
	params ["_entity", "_isLocal"];
}];
  • entity: Object - The object that changed locality.
  • local: Boolean - If the object is local on given computer.


4

LALocal
Triggers when calculatePath command has calculated the path.

this addEventHandler ["PathCalculated", {
	params ["_agent", "_path"];
}];
  • agent: Object - The agent instance which was used to calculate the path
  • path: Array - The array of positions representing the path

4

Fires every frame during periscope elevation animation.

this addEventHandler ["PeriscopeElevationChanged", {
	params ["_vehicle", "_turret", "_elevation", "_direction", "_userisblocked"];
}];
  • vehicle: Object - The vehicle this EH is assigned to
  • turret: Array - The turret which periscope is changing elevation
  • elevation: Number - Current periscope elevation (changes with each simulation). See also periscopeElevation, elevatePeriscope
  • direction: Number - -1:moves down, 1:moves up, 0:stopped, when direction returns 0, this also means the event handler fired for the last time for this elevation.
  • userisblocked: Boolean - whether or not the user ability to override is blocked. See also periscopeElevation, elevatePeriscope

PostReset

Triggers after PP effects have been reset by the engine


4

GAGlobal
Triggers when a unit puts an item in a container.

this addEventHandler ["Put", {
	params ["_unit", "_container", "_item"];
}];
  • 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
This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.

4

LALocal
Triggers when a weapon is reloaded with a new magazine. For more information see: Reloaded

this addEventHandler ["Reloaded", {
	params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"];
}];
  • unit: 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


Respawn

LALocal
Triggered when a unit respawns.

this addEventHandler ["Respawn", {
	params ["_unit", "_corpse"];
}];
  • 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


4

Triggered when a rope is attached to an object.
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope.

this addEventHandler ["RopeAttach", {
	params ["_object1", "_rope", "_object2"];
}];
  • 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.


4

Triggered when a rope is detached from an object.
In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope.

this addEventHandler ["RopeBreak", {
	params ["_object1", "_rope", "_object2"];
}];
  • 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.


4

GAGlobal
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.

this addEventHandler ["SeatSwitched", {
	params ["_vehicle", "_unit1", "_unit2"];
}];
  • vehicle: Object - Vehicle to which the event handler is assigned.
  • unit1: Object - Unit switching seat.
  • unit2: Object - Unit switching seat.


4

GAGlobal
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.

this addEventHandler ["SeatSwitchedMan", {
	params ["_unit1", "_unit2", "_vehicle"];
}];
  • unit1: Object - Unit switching seat.
  • unit2: Object - Unit with which unit1 is switching seat.
  • vehicle: Object - Vehicle where switching seats is taking place.


4

LALocal
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
this addEventHandler ["SoundPlayed", {
	params ["_unit", "_soundID"];
}];
  • unit: Object - Unit to which the event handler is assigned
  • soundID: Number - sound origin


4

Triggers when enemy projectile is passing by closer than defined suppression radius ammo value in config. Can be made to trigger for the same side if the side is set as enemy to itself:
west setFriend [west, 0];

this addEventHandler ["Suppressed", {
	params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"];
}];
  • unit: Object - Unit to which the event is assigned
  • distance: Number - Distance of the projectile pass-by
  • shooter: Object - Who (or what) fired - vehicle or drone
  • instigator: Object - Who pressed the trigger. Instigator is different from the shooter when player is operator of UAV for example
  • ammoObject: Object - The ammunition itself
  • ammoClassName: String - The ammunition's classname
  • ammoConfig: Config - The ammunition's CfgAmmo config path


4

GAGlobal
Triggers when a unit takes an item from a container.

this addEventHandler ["Take", {
	params ["_unit", "_container", "_item"];
}];
  • 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
This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.


4

Triggers when player's current task changes

this addEventHandler ["TaskSetAsCurrent", {
	params ["_unit", "_task"];
}];
  • unit: Object - The player to whom the event handler is assigned
  • task: Task - The new current task


4

Triggers when member of crew in a vehicle uses Turn In action

this addEventHandler ["TurnIn", {
	params ["_vehicle", "_unit", "_turret"];
}];
  • vehicle: Object - The vehicle the event handler is assigned to
  • unit: Object - The unit performing the Turn In action
  • turret: Array - Turret path


4

Triggers when member of crew in a vehicle uses Turn Out action

this addEventHandler ["TurnOut", {
	params ["_vehicle", "_unit", "_turret"];
}];
  • vehicle: Object - The vehicle the event handler is assigned to
  • unit: Object - The unit performing the Turn Out action
  • turret: Array - Turret path


WeaponAssembled

GAGlobal
Triggers when weapon gets assembled. EH should be attached to the unit and not the weapon.

this addEventHandler ["WeaponAssembled", {
	params ["_unit", "_staticWeapon"];
}];
  • unit: Object - Object the event handler is assigned to
  • weapon: Object - Object of the assembled weapon


WeaponDisassembled

GAGlobal
Triggers when weapon gets disassembled. EH should be attached to the unit and not the weapon.

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

this addEventHandler ["WeaponDisassembled", {
	params ["_unit", "_primaryBag", "_secondaryBag"];
}];
  • 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


4

GAGlobal
Triggers when the deployed state of a weapon or bipod changes. Note: A weapon cannot be rested and deployed at the same time.

this addEventHandler ["WeaponDeployed", {
	params ["_unit", "_isDeployed"];
}];
  • unit: Object - Object the event handler is assigned to
  • isDeployed: Boolean - true if deployed


4

LALocal
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.

this addEventHandler ["WeaponRested", {
	params ["_unit", "_isRested"];
}];
  • unit: Object - Object the event handler is assigned to
  • isRested: Boolean - true if rested

SelectedActionPerformed

RTM helicopter user action event

this addEventHandler ["SelectedActionPerformed", {
	params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
Limited or non-existent functionality

SelectedActionChanged

RTM helicopter user action event

this addEventHandler ["SelectedActionChanged", {
	params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
Limited or non-existent functionality

SelectedRotorLibActionPerformed

RTM helicopter user action event

this addEventHandler ["SelectedRotorLibActionPerformed", {
	params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
Works only for key press combination RightCtrl + W, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:

0: HelicopterAutoTrimOn
1: HelicopterAutoTrimOff
2: HelicopterTrimOn
3: HelicopterTrimOff
4: WheelsBrakeOn

5: WheelsBrakeOff

SelectedRotorLibActionChanged

RTM helicopter user action event

this addEventHandler ["SelectedRotorLibActionChanged", {
	params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
Limited or non-existent functionality


3

LALocalLELocal
Arma 3: Curator Event Handlers are also added with the addEventHandler command. They are executed only where the curator is local - on the machine that is in control of it.

These Event Handlers must be added to the curator object/module, not the player!

CuratorFeedbackMessage

LALocal
Triggered when curator attempts invalid action in curator interface.

Each error has its own unique ID, recognized values are: show errors list

this addEventHandler ["CuratorFeedbackMessage", {
	params ["_curator", "_errorID"];
}];


CuratorGroupDoubleClicked

LALocal
Triggered when a group is double-clicked on in curator interface.

this addEventHandler ["CuratorGroupDoubleClicked", {
	params ["_curator", "_group"];
}];


CuratorGroupPlaced

LALocal
Triggered when new group is placed in curator interface.

this addEventHandler ["CuratorGroupPlaced", {
	params ["_curator", "_group"];
}];


CuratorGroupSelectionChanged

LALocal
Triggered when a group is selected in curator interface.

this addEventHandler ["CuratorGroupSelectionChanged", {
	params ["_curator", "_group"];
}];


CuratorMarkerDeleted

LALocal
Triggered when a marker is deleted in curator interface.

this addEventHandler ["CuratorMarkerDeleted", {
	params ["_curator", "_marker"];
}];


CuratorMarkerDoubleClicked

LALocal
Triggered when a marker is double-clicked on in curator interface.

this addEventHandler ["CuratorMarkerDoubleClicked", {
	params ["_curator", "_marker"];
}];


CuratorMarkerEdited

LALocal
Triggered when a marker is moved in curator interface.

this addEventHandler ["CuratorMarkerEdited", {
	params ["_curator", "_marker"];
}];


CuratorMarkerPlaced

LALocal
Triggered when new marker is placed in curator interface.

this addEventHandler ["CuratorMarkerPlaced", {
	params ["_curator", "_marker"];
}];


CuratorMarkerSelectionChanged

LALocal
Triggered when a marker is selected in curator interface.

this addEventHandler ["CuratorMarkerSelectionChanged", {
	params ["_curator", "_marker"];
}];


CuratorObjectDeleted

LALocal
Triggered when an object is deleted in curator interface.

this addEventHandler ["CuratorObjectDeleted", {
	params ["_curator", "_entity"];
}];


CuratorObjectDoubleClicked

LALocal
Triggered when an object is double-clicked on in curator interface.

this addEventHandler ["CuratorObjectDoubleClicked", {
	params ["_curator", "_entity"];
}];


CuratorObjectEdited

LALocal
Triggered when an object is moved or rotated in curator interface.

this addEventHandler ["CuratorObjectEdited", {
	params ["_curator", "_entity"];
}];


CuratorObjectPlaced

LALocal
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.

this addEventHandler ["CuratorObjectPlaced", {
	params ["_curator", "_entity"];
}];


CuratorObjectRegistered

LALocal
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 addEventHandler ["CuratorObjectRegistered", {
	params ["_curator", "_input"];
}];


CuratorObjectSelectionChanged

LALocal
Triggered when an object is selected in curator interface.

this addEventHandler ["CuratorObjectSelectionChanged", {
	params ["_curator", "_entity"];
}];


CuratorPinged

LALocal
Triggered when a player pings his curator(s) by pressing Zeus key.

this addEventHandler ["CuratorPinged", {
	params ["_curator", "_player"];
}];


CuratorWaypointDeleted

LALocal
Triggered when a waypoint is deleted in curator interface.

this addEventHandler ["CuratorWaypointDeleted", {
	params ["_curator", "_waypoint"];
}];


CuratorWaypointDoubleClicked

LALocal
Triggered when a waypoint is double-clicked on in curator interface.

this addEventHandler ["CuratorWaypointDoubleClicked", {
	params ["_curator", "_waypoint"];
}];


CuratorWaypointEdited

LALocal
Triggered when a waypoint is moved in curator interface.

this addEventHandler ["CuratorWaypointEdited", {
	params ["_curator", "_waypoint"];
}];


CuratorWaypointPlaced

LALocal
Triggered when new waypoint is placed in curator interface.

this addEventHandler ["CuratorWaypointPlaced", {
	params ["_curator", "_group", "_waypointID"];
}];


CuratorWaypointSelectionChanged

LALocal
Triggered when a waypoint is selected in curator interface.

this addEventHandler ["CuratorWaypointSelectionChanged", {
	params ["_curator", "_waypoint"];
}];



Multiplayer Event Handlers

Global object event handler, executed on every connected machine.

Commands:

MPHit

GAGlobalGEGlobal
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 (unit addEventHandler ["HandleDamage", {0}];. Will not trigger once the unit is dead.

Note: call a function from the MPHit EH code space rather than defining 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!

this addMPEventHandler ["MPHit", {
	params ["_unit", "_causedBy", "_damage", "_instigator"];
}];
  • unit: Object - Object the event handler is assigned to
  • causedBy: Object - Object that caused the damage. Contains the unit itself in case of collisions.
  • damage: Number - Level of damage caused by the hit
  • Arma 3 logo black.png1.66 instigator: Object - Person who pulled the trigger


MPKilled

GAGlobalGEGlobal
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 addMPEventHandler ["MPKilled", {
	params ["_unit", "_killer", "_instigator", "_useEffects"];
}];
  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit
    Contains the unit itself in case of collisions
  • Arma 3 logo black.png1.66 instigator: Object - Person who pulled the trigger
  • Arma 3 logo black.png1.68 useEffects: Boolean - same as useEffects in setDamage alt syntax


MPRespawn

GAGlobalLELocal
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.

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: player addMPEventHandler ["MPRespawn", {[1234,1234,0]}]; will place player at [1234,1234,0] immediately on respawn.


this addMPEventHandler ["MPRespawn", {
	params ["_unit", "_corpse"];
}];
  • 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.



Mission Event Handlers

Mission Event Handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.

Commands:


2

UserAction Event Handlers are events that trigger on user action.

Commands:

Activate

this addUserActionEventHandler ["KeyName", "Activate", {
	params ["_activated"];
}];

Deactivate

this addUserActionEventHandler ["KeyName", "Deactivate", {
	params ["_activated"];
}];

Analog

this addUserActionEventHandler ["KeyName", "Analog", {
	params ["_value"];
}];
  • _value: Number - input device's analog value



Player's UI Event Handlers

In Game UI Event Handlers trigger when user scrolls or activates in game action menu.
The following mission EHs are available in Arma 3:

Only one event of each kind can exist, adding another will overwrite the existing one.

Commands:

Full article - Arma 3: Event Handlers/inGameUISetEventHandler


UI Event Handlers (Displays and Controls)

Commands:

Full article - User Interface Event Handlers


Music Event Handlers

Music event handler, always executed on the computer where it was added.

Commands:

4

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.


4

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.



Eden Editor

Commands:

Full article - Arma 3: Event Handlers: Eden Editor and its sub-category Object Event Handlers - see also Eden Editor


Public Variable Broadcast Event

Commands:

Triggers when missionNamespace variable EH is associated with is sent over network via publicVariable, publicVariableServer or publicVariableClient commands.

Unlike with other types of EHs, there is no way of removing added public variable event handler

Weapon Config Muzzle Events

There are 3 event handlers that could be set on weapon in config, "Fired" - when muzzle fired, "Reload" - before muzzle is reloaded, "Reloaded" - after muzzle is reloaded.

class CfgWeapons
{

	class RifleCore;
	class Rifle: RifleCore
	{
		class EventHandlers
		{
			fired		= "systemchat format['fired EH output: %1 [time: %2]', _this, time]";
			reload		= "systemchat format['reload EH output: %1 [time: %2]', _this, time]";
			reloaded	= "systemchat format['reloaded EH output: %1 [time: %2]', _this, time]";
		};
	};
};


BI Scripted Events

Commands:

Full article - Arma 3: Scripted Event Handlers