Event Handlers – Arma 3

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=Introduction=
__NOEDITSECTION__
 
== Introduction ==
An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.
An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.


These event handlers relate to commands such as: [[addEventHandler]], [[removeEventHandler]], [[removeAllEventHandlers]].
These event handlers relate to commands such as: [[addEventHandler]], [[removeEventHandler]], [[removeAllEventHandlers]].


== General MP Note ==
=== General MP Note ===


As opposed to OFP event handlers, a respawned unit retains the EHs it had before, so it is no longer required to re-add EHs after respawning.
As opposed to OFP event handlers, a respawned unit retains the EHs it had before, so it is no longer required to re-add EHs after respawning.
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The MP event handlers "MPHit", "MPKilled" and "MPRespawn" have to be assigned to the object by using [[addMPEventHandler]].
The MP event handlers "MPHit", "MPKilled" and "MPRespawn" have to be assigned to the object by using [[addMPEventHandler]].


== Event Scripts ==
=== Event Scripts ===


See also: [[Event Scripts]] for special event triggered scripts.
See also: [[Event Scripts]] for special event triggered scripts.




=Event Handler List=
== addEventHandler ==
{| class="wikitable sortable"
! Class
! Description
! Arguments
! Effects
! Since


== AnimChanged ==
|-
| <!-- Title -->
==== AnimChanged ====
| <!-- Description -->
Triggered every time a new animation is started. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to
* anim: [[String]] - Name of the anim that is started
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2_1.00.gif]]


[[Image:arguments_global.gif]] [[Image:effects_local.gif]]
|-
| <!-- Title -->
==== AnimDone ====
| <!-- Description -->
Triggered every time an animation is finished. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to
* anim: [[String]] - Name of the anim that has been finished
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2_1.00.gif]]


Triggered every time a new animation is started. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
|-
| <!-- Title -->
==== AnimStateChanged ====
| <!-- Description -->
Triggered every time an animation state changes. Unlike AnimChanged and AnimDone, it is triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to
* anim: [[String]] - Name of the anim that has been started
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2_1.00.gif]]


Passed array: '''[unit, anim]'''
|-
| <!-- Title -->
==== ControlsShifted ====
| <!-- Description -->
Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is [[local]] and EH was added.


* unit: [[Object]] - Object the event handler is assigned to  <br />
'''NOTE:''' If helicopter is [[local]] to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC. This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on the server PC, but subsequent co-pilot "Release Controls" action will trigger it on co-pilot's PC.
* anim: [[String]] - Name of the anim that is started<br />
| <!-- Arguments -->
* vehicle: [[Object]] - Vehicle which controls were shifted.
* newController: [[Object]] - Unit who controls vehicle after this event.
* oldController: [[Object]] - Unit who controled vehicle before this event.
| <!-- Effects -->
[[Image:arguments_local.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_1.00.gif]]


== AnimDone ==
|-
| <!-- Title -->
==== CuratorObjectSelectionChanged ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


[[Image:arguments_global.gif]] [[Image:effects_local.gif]]
|-
| <!-- Title -->
==== CuratorFeedbackMessage ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Triggered every time an animation is finished. It can be assigned to a remote unit but will only fire on the PC where the actual [[addEventHandler]] command was executed.
|-
| <!-- Title -->
==== CuratorGroupDeleted ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Passed array: '''[unit, anim]'''
|-
| <!-- Title -->
==== CuratorGroupDoubleClicked ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


* unit: [[Object]] - Object the event handler is assigned to  <br />
|-
* anim: [[String]] - Name of the anim that has been finished<br />
| <!-- Title -->
==== CuratorGroupEdited ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


== AnimStateChanged ==
|-
| <!-- Title -->
==== CuratorGroupPlaced ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


[[Image:arma2_1.00.gif]] [[Image:arguments_global.gif]] [[Image:effects_local.gif]]
|-
| <!-- Title -->
==== CuratorGroupSelectionChanged ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Triggered every time an animation state changes. Unlike AnimChanged and AnimDone, it is 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.
|-
| <!-- Title -->
==== CuratorMarkerDeleted ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Passed array: '''[unit, anim]'''
|-
| <!-- Title -->
==== CuratorMarkerDoubleClicked ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


* unit: [[Object]] - Object the event handler is assigned to  <br />
|-
* anim: [[String]] - Name of the anim that has been started<br />
| <!-- Title -->
==== CuratorMarkerEdited ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


== ControlsShifted ==
|-
| <!-- Title -->
==== CuratorMarkerPlaced ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


[[Image:arma3_1.00.gif]] [[Image:arguments_local.gif]] [[Image:effects_local.gif]]
|-
| <!-- Title -->
==== CuratorMarkerSelectionChanged ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is [[local]] and EH was added.
|-
| <!-- Title -->
==== CuratorObjectDeleted ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


'''NOTE:''' If helicopter is [[local]] to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC. This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on the server PC, but subsequent co-pilot "Release Controls" action will trigger it on co-pilot's PC.  
|-
| <!-- Title -->
==== CuratorObjectDoubleClicked ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Passed array: '''[vehicle, newController, oldController]'''
|-
| <!-- Title -->
==== CuratorObjectEdited ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


* vehicle: [[Object]] - Vehicle which controls were shifted.<br/>
|-
* newController: [[Object]] - Unit who controls vehicle after this event.<br/>
| <!-- Title -->
* oldController: [[Object]] - Unit who controled vehicle before this event.<br/>
==== CuratorObjectPlaced ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


== Dammaged ==
|-
| <!-- Title -->
==== CuratorObjectRegistered ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


[[Image:arguments_global.gif]] [[Image:effects_local.gif]]
|-
| <!-- Title -->
==== CuratorPinged ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


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.
|-
| <!-- Title -->
==== CuratorWaypointDeleted ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
|-
| <!-- Title -->
==== CuratorWaypointDoubleClicked ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Passed array: '''[unit, selectionName, damage]'''
|-
| <!-- Title -->
==== CuratorWaypointEdited ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


* unit: [[Object]] - Object the event handler is assigned to  <br />
|-
* selectionName: [[String]] - Name of the selection where the unit was damaged<br />
| <!-- Title -->
* damage: [[Number]] - Resulting level of damage
==== CuratorWaypointPlaced ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


== Engine ==
|-
| <!-- Title -->
==== CuratorWaypointSelectionChanged ====
| <!-- Description -->
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->
[[Image:arma3_dev.gif]]


Triggered when the engine of the unit is turned on/off.
|-
| <!-- Title -->
==== Dammaged ====
| <!-- Description -->
Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.


Global. [[Image:effects_global.gif|Global effect EventHandler]]
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to
* selectionName: [[String]] - Name of the selection where the unit was damaged
* damage: [[Number]] - Resulting level of damage
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


Passed array: '''[vehicle, engineState]'''
|-
 
| <!-- Title -->
* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
==== Engine ====
| <!-- Description -->
Triggered when the engine of the unit is turned on/off.
| <!-- Arguments -->
* vehicle: [[Object]] - Vehicle the event handler is assigned to
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off
* engineState: [[Boolean]] - True when the engine is turned on, false when turned off
| <!-- Effects -->
[[Image:arguments_global.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


== EpeContact ==
|-
 
| <!-- Title -->
[[Image:arma3_1.00.gif]] [[Image:arguments_global.gif]] [[Image:effects_local.gif]]
==== EpeContact ====
 
| <!-- Description -->
Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
 
| <!-- Arguments -->
Passed array: '''[object1, object2, select1, select2, force]'''
* object1: [[Object]] - Object with attached handler.
 
* object2: [[Object]] - Object which is colliding with object1.
* object1: [[Object]] - Object with attached handler.<br/>
* object2: [[Object]] - Object which is colliding with object1.<br/>
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
* force: [[Number]] - Force of collision.
* force: [[Number]] - Force of collision.
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_1.00.gif]]


== EpeContactEnd ==
|-
 
| <!-- Title -->
[[Image:arma3_1.00.gif]] [[Image:arguments_global.gif]] [[Image:effects_local.gif]]
==== EpeContactEnd ====
 
| <!-- Description -->
Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
 
| <!-- Arguments -->
Passed array: '''[object1, object2, select1, select2, force]'''
* object1: [[Object]] - Object with attached handler.
 
* object2: [[Object]] - Object which is colliding with object1.
* object1: [[Object]] - Object with attached handler.<br/>
* object2: [[Object]] - Object which is colliding with object1.<br/>
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
* force: [[Number]] - Force of collision.
* force: [[Number]] - Force of collision.
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_1.00.gif]]


== EpeContactStart ==
|-
 
| <!-- Title -->
[[Image:arma3_1.00.gif]] [[Image:arguments_global.gif]] [[Image:effects_local.gif]]
==== EpeContactStart ====
 
| <!-- Description -->
Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
 
| <!-- Arguments -->
Passed array: '''[object1, object2, select1, select2, force]'''
* object1: [[Object]] - Object with attached handler.
 
* object2: [[Object]] - Object which is colliding with object1.
* object1: [[Object]] - Object with attached handler.<br/>
* object2: [[Object]] - Object which is colliding with object1.<br/>
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
* select1: [[String]] - Selection of object1 which is colliding - not in use at this moment, empty string is always returned.
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
* select2: [[String]] - Selection of object2 which is colliding - not in use at this moment, empty string is always returned.
* force: [[Number]] - Force of collision.
* force: [[Number]] - Force of collision.
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_1.00.gif]]


== Explosion ==
|-
 
| <!-- Title -->
[[Image:arma3_0.76.gif]] [[Image:arguments_global.gif]] [[Image:effects_local.gif]]
==== Explosion ====
 
| <!-- Description -->
Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed.
 
| <!-- Arguments -->
Passed array: '''[vehicle, damage]'''
 
* vehicle: [[Object]] - Object the event handler is assigned to
* vehicle: [[Object]] - Object the event handler is assigned to
* damage: [[Number]] - Damage inflicted to the object
* damage: [[Number]] - Damage inflicted to the object
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_0.76.gif]]


== Fired ==
|-
 
| <!-- Title -->
==== Fired ====
| <!-- Description -->
Triggered when the unit fires a weapon.<br>
Triggered when the unit fires a weapon.<br>
This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.
This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle.
 
| <!-- Arguments -->
Global. [[Image:effects_global.gif|Global effect EventHandler]]
 
Passed array: '''[unit, weapon, muzzle, mode, ammo]''' <br />
OA b1.54.73642 : '''[unit, weapon, muzzle, mode, ammo, magazine, projectile]'''
 
* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br />
* weapon: [[String]] - Fired weapon <br />
* weapon: [[String]] - Fired weapon <br />
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* ammo: [[String]] - Ammo used <br />
* ammo: [[String]] - Ammo used <br />
* magazine: [[String]] -  magazine name which was used<br />
* magazine: [[String]] -  magazine name which was used<br />
* projectile: [[Object]] - Object of the projectile that was shot
* projectile: [[Object]] - Object of the projectile that was shot (Arma 2: OA and onwards)
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


== FiredNear ==
|-
| <!-- Title -->
==== FiredNear ====
| <!-- Description -->
Triggered when a weapon is fired somewhere ''near'' the unit or vehicle.


Triggered when a weapon is fired somewhere ''near'' the unit or vehicle.<br />
It is also triggered if the unit itself is firing.
It is also triggered if the unit itself is firing.


[[Image:arma2_1.00.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
(Exception(s): the Throw weapon wont broadcast the FiredNear event)
(Exception(s): the Throw weapon wont broadcast the FiredNear event)
| <!-- Arguments -->
 
Passed array: '''[unit, firer, distance, weapon, muzzle, mode, ammo]'''
 
* unit: [[Object]] - Object the event handler is assigned to
* unit: [[Object]] - Object the event handler is assigned to
* firer: [[Object]] - Object which fires a weapon near the unit
* firer: [[Object]] - Object which fires a weapon near the unit
Line 177: Line 413:
* mode: [[String]] - Current mode of the fired weapon
* mode: [[String]] - Current mode of the fired weapon
* ammo: [[String]] - Ammo used
* ammo: [[String]] - Ammo used
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2_1.00.gif]]


== Fuel ==
|-
 
| <!-- Title -->
==== Fuel ====
| <!-- Description -->
Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle).
Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle).
 
| <!-- Arguments -->
Global. [[Image:effects_global.gif|Global effect EventHandler]]
* vehicle: [[Object]] - Vehicle the event handler is assigned to
 
Passed array: '''[vehicle, fuelState]'''
 
* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
 
| <!-- Effects -->
== Gear ==
[[Image:arguments_global.gif]][[Image:effects_global.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


|-
| <!-- Title -->
==== Gear ====
| <!-- Description -->
Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane").
Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane").
 
| <!-- Arguments -->
Global. [[Image:effects_global.gif|Global effect EventHandler]]
* vehicle: [[Object]] - Vehicle the event handler is assigned to
Passed array: '''[vehicle, gearState]'''
 
* vehicle: [[Object]] - Vehicle the event handler is assigned to <br />
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted
 
| <!-- Effects -->
== GetIn ==
[[Image:arguments_global.gif]][[Image:effects_global.gif]]
 
| <!-- Since -->
[[Image:arguments_global.gif]] [[Image:effects_local.gif]]
[[Image:ofpr_1.85.gif]]


|-
| <!-- Title -->
==== GetIn ====
| <!-- Description -->
Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual [[addEventHandler]] command was executed. This EH is neither triggered upon a change of positions within the same vehicle nor by the moveInXXXX commands. However it is triggered by a "GetInXXXX" [[action]].
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 neither triggered upon a change of positions within the same vehicle nor by the moveInXXXX commands. However it is triggered by a "GetInXXXX" [[action]].


Passed array: '''[vehicle, position, unit]'''
In vehicles with multi-turret setup, entering any turret will show "gunner" for position.
 
| <!-- Arguments -->
* vehicle: [[Object]] - Vehicle the event handler is assigned to
* vehicle: [[Object]] - Vehicle the event handler is assigned to
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo"
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo"
* unit: [[Object]] - Unit that entered the vehicle
* unit: [[Object]] - Unit that entered the vehicle
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


In vehicles with multi-turret setup, entering any turret will show "gunner" for position. You can get the actual turret information from the unit itself:
|-
<code>_heli [[addEventHandler]] ["GetIn", {
| <!-- Title -->
[[hint]] [[str]] [[assignedVehicleRole]] (_this [[select]] 2);
==== GetOut ====
}];</code>
| <!-- Description -->
 
== GetOut ==
 
[[Image:arguments_global.gif]] [[Image:effects_local.gif]]
 
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 both the [[moveOut]] command and by "GetOut" [[action]].
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 both the [[moveOut]] command and by "GetOut" [[action]].
 
| <!-- Arguments -->
Passed array: '''[vehicle, position, unit]'''
 
* vehicle: [[Object]] - Vehicle the event handler is assigned to
* vehicle: [[Object]] - Vehicle the event handler is assigned to
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo"
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo"
* unit: [[Object]] - Unit that left the vehicle
* unit: [[Object]] - Unit that left the vehicle
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


In vehicles with multi-turret setup, exiting any turret will show "gunner" for position. You can get the actual turret information from the unit itself:
|-
<code>_heli [[addEventHandler]] ["GetOut", {
| <!-- Title -->
[[hint]] [[str]] [[assignedVehicleRole]] (_this [[select]] 2);
==== HandleDamage ====
}];</code>
| <!-- Description -->
 
== HandleDamage ==
 
[[Image:arma2_1.00.gif]] [[Image:arguments_local.gif]] [[Image:effects_local.gif]]
 
Triggers when the unit is damaged and fires for each damaged selection separately. 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.
Triggers when the unit is damaged and fires for each damaged selection separately. Works with all vehicles. This EH can accept a remote unit as argument however it will only fire when the unit is [[local]] to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently [[local]] will fire.


If code provided returns a numeric value, this value will overwrite the default damage of given selection after processing. Return value of 0 will make the unit invulnerable if damage is not scripted in other ways (i.e using [[setDamage]] and/or [[setHit]] for additional damage handling). If no value is returned, the default damage processing will be done. This allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered.
If 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.
Passed array: '''[unit, selectionName, damage, source, projectile]'''
* unit: [[Object]] - Object the event handler is assigned to.
* selectionName: [[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.)
'''Examples:'''
This code makes Bob invulnerable:
<code>_eh = Bob [[addEventHandler]] ["HandleDamage", {[[hint]] "IMMA INVINCIBLED!"; 0}];</code>
This code will log damage values without interfering with default damage processing:
<code>_eh = Bob [[addEventHandler]] ["HandleDamage", {[[diag_log]] [[format]] ["T=%1 : %2", [[time]], _this];}];</code>
When shooting Bob once in the torso and once in the head, .RPT shows: <pre>
"T=11692.9 : [B Alpha 2-2:1,"head",0.0179969,<NULL-object>,"B_65x39_Caseless"]"
"T=11692.9 : [B Alpha 2-2:1,"",0.850484,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
"T=11692.9 : [B Alpha 2-2:1,"",0.850484,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
"T=11692.9 : [B Alpha 2-2:1,"head",0.0179969,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
"T=11692.9 : [B Alpha 2-2:1,"body",0.0939217,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
"T=11692.9 : [B Alpha 2-2:1,"hands",0.109993,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
"T=11694.8 : [B Alpha 2-2:1,"head",0.899007,<NULL-object>,"B_65x39_Caseless"]"
"T=11694.8 : [B Alpha 2-2:1,"",0.346781,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
"T=11694.8 : [B Alpha 2-2:1,"",1.19727,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"
"T=11694.8 : [B Alpha 2-2:1,"head",0.899007,B Alpha 1-1:1 (KK),"B_65x39_Caseless"]"</pre>


'''Notes:'''
'''Notes:'''
Line 277: Line 489:
* "HandleDamage" will continue to trigger even if the unit is already dead.
* "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" 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:
* "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.


// first HandleDamage event - direct damage by sabot hit onto an infantry unit
Additional [http://forums.bistudio.com/showthread.php?t=113418&highlight=event+handler Celery's explanation].
1081.55,[TargetUnit,"",6426.05,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"head_hit",441.609,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"body",333.333,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"hands",533.333,SourceUnit,"Sh_120_SABOT"]
1081.55,[TargetUnit,"legs",533.333,SourceUnit,"Sh_120_SABOT"]
// second HandleDamage event - indirect damage by the impact - maybe force/friction applied to the unit body
1081.59,[TargetUnit,"",2.24228,TargetUnit,""]
1081.59,[TargetUnit,"head_hit",0.89672,TargetUnit,""]
1081.59,[TargetUnit,"body",3.3113,TargetUnit,""]
1081.59,[TargetUnit,"hands",3.74862,TargetUnit,""]
1081.59,[TargetUnit,"legs",10,TargetUnit,""]


Link to explanation [http://forums.bistudio.com/showthread.php?t=113418&highlight=event+handler Celery's explanation]
| <!-- Arguments -->
 
* unit: [[Object]] - Object the event handler is assigned to.
== HandleHeal ==
* selectionName: [[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.
[[Image:arma2_1.00.gif]] [[Image:arguments_local.gif]] [[Image:effects_local.gif]]
* 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.)
| <!-- Effects -->
[[Image:arguments_local.gif]] [[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2_1.00.gif]]


|-
| <!-- Title -->
==== HandleHeal ====
| <!-- Description -->
Triggered when unit starts to heal (player using heal action or AI heals after being ordered). Triggers only on PC where EH is added and unit is [[local]]. If code returns false, engine side healing follows. Return true if you handle healing in script, use [[AISFinishHeal]] to tell engine that script side healing is done. See also [[lifeState]] and [[setUnconscious]] commands.
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.
 
| <!-- Arguments -->
 
Passed array: '''[unit, healer, healercanheal]'''
 
* unit: [[Object]]
* unit: [[Object]]
* healer: [[Object]]
* healer: [[Object]]
* healercanheal: [[Boolean]] - true when healer is corpsman
* healercanheal: [[Boolean]] - true when healer is corpsman
| <!-- Effects -->
[[Image:arguments_local.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2_1.00.gif]]


== Hit ==
|-
 
| <!-- Title -->
==== Hit ====
| <!-- Description -->
Triggered when the unit is hit/damaged.  
Triggered when the unit is hit/damaged.  


Is ''not'' always triggered when unit is killed by a hit.<br>Most of the time only the [[ArmA:_Event_Handlers#Killed|killed]] event handler is triggered when a unit dies from a hit.<br>The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.<br>Does not fire when a unit is set to allowDamage false.
Is ''not'' always triggered when unit is killed by a hit.<br>Most of the time only the [[ArmA:_Event_Handlers#Killed|killed]] event handler is triggered when a unit dies from a hit.<br>The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.<br>Does not fire when a unit is set to allowDamage false.
 
| <!-- Arguments -->
Local. [[Image:effects_local.gif]]
 
Passed array: '''[unit, causedBy, damage]'''
 
* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br />
* causedBy: [[Object]] - Object that caused the damage.<br />Contains the unit itself in case of collisions. <br />
* causedBy: [[Object]] - Object that caused the damage.<br />Contains the unit itself in case of collisions. <br />
* damage: [[Number]] - Level of damage caused by the hit
* damage: [[Number]] - Level of damage caused by the hit
| <!-- Effects -->
[[Image:arguments_local.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


== HitPart ==
|-
 
| <!-- Title -->
[[Image:arma2oa_1.60.gif]] [[Image:arguments_global.gif]] [[Image:effects_local.gif]]
==== HitPart ====
 
| <!-- Description -->
Runs when the object, it was added to, gets injured/damaged. It returns the position and component that was hit on the object within a nested array, this is because the model may have more than selection name for the hit component.
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 selection name for the hit component.


While you can add "HitPart" handler to a remote unit, the respectful [[addEventHandler]] command must be executed on the shooter's PC and will only fire on shooter's PC as well. Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation.  
While you can add "HitPart" handler to a remote unit, the respectful [[addEventHandler]] command must be executed on the shooter's PC and will only fire on shooter's PC as well. Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation.  
 
| <!-- Arguments -->
Passed array: '''<nowiki>[[</nowiki>target, shooter, bullet, position, velocity, selection, ammo, direction, radius, surface, direct<nowiki>]]</nowiki>'''
 
* target: [[Object]] - Object that got injured/damaged.
* target: [[Object]] - Object that got injured/damaged.
* shooter: [[Object]] - Unit that inflicted the damage. If injured by a vehicle impact or a fall the target itself is returned, or, in case of explosions, the [[objNull|null object]]. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.
* shooter: [[Object]] - Unit that inflicted the damage. If injured by a vehicle impact or a fall the target itself is returned, or, in case of explosions, the [[objNull|null object]]. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.
Line 343: Line 553:
* surface: [[String]] - Surface type struck.
* surface: [[String]] - Surface type struck.
* direct: [[Boolean]] - [[true]] if object was directly hit, [[false]] if it was hit by indirect/splash damage.
* direct: [[Boolean]] - [[true]] if object was directly hit, [[false]] if it was hit by indirect/splash damage.
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2oa_1.60.gif]]


[[HitPart Sample]] output after DemoCharge explosion
|-
 
| <!-- Title -->
== Init ==
==== Init ====
 
| <!-- Description -->
Triggered on mission start or when a vehicle is created on the fly using [[createVehicle]].
Triggered on mission start or when a vehicle is created on the fly using [[createVehicle]].
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


Global. [[Image:effects_global.gif|Global effect EventHandler]]
|-
 
| <!-- Title -->
Passed array: '''[unit]'''
==== IncomingMissile ====
 
| <!-- Description -->
* unit: [[Object]] - Object the event handler is assigned to
 
== IncomingMissile ==
 
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired.
Triggered when a guided missile locked on the target or unguided missile or rocket aimed by AI at the target was fired.
 
| <!-- Arguments -->
Global. [[Image:effects_global.gif|Global effect EventHandler]]
* unit: [[Object]] - Object the event handler is assigned to
 
* ammo: [[String]] - Ammo type that was fired on the unit
Passed array: '''[unit, ammo, whoFired]'''
 
* unit: [[Object]] - Object the event handler is assigned to <br />
* ammo: [[String]] - Ammo type that was fired on the unit <br />
* whoFired: [[Object]] - Object that fired the weapon
* whoFired: [[Object]] - Object that fired the weapon
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


== Killed ==
|-
 
| <!-- Title -->
==== Killed ====
| <!-- Description -->
Triggered when the unit is killed.
Triggered when the unit is killed.


Local. [[Image:effects_local.gif]]
Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the [[effectiveCommander]], but not always.
 
| <!-- Arguments -->
Passed array: '''[unit, killer]'''
 
* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br />
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions. <br />
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions. <br />
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:ofpr_1.85.gif]]


Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the [[effectiveCommander]], yet not always. For example:
|-
 
| <!-- Title -->
_gunner setVariable ["Variable",true];
==== LandedTouchDown ====
_killer getVariable "Variable" => <null>
| <!-- Description -->
(gunner (vehicle _killer)) getVariable "Variable" => true
 
And sample debug output:
 
_killer => B 1-2-F:2
(gunner (vehicle _killer)) => B 1-2-F:2
((gunner (vehicle _killer)) == _killer) => false
 
== LandedTouchDown ==
 
Triggered when a plane (AI or player) touches the ground.
Triggered when a plane (AI or player) touches the ground.
| <!-- Arguments -->
* plane: [[Object]] - Object the event handler is assigned to
* airportID: [[Number]] - ID of the airport (-1 for anything else)
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2oa_1.60.gif]]


Local. [[Image:effects_local.gif]]
|-
 
| <!-- Title -->
Passed array: '''[plane, airportID]'''
==== LandedStopped ====
 
| <!-- Description -->
* plane: [[Object]] - Object the event handler is assigned to <br />
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br />
 
== LandedStopped ==
 
Triggered when an AI pilot would get out usually. Not executed for player.
Triggered when an AI pilot would get out usually. Not executed for player.
| <!-- Arguments -->
* plane: [[Object]] - Object the event handler is assigned to
* airportID: [[Number]] - ID of the airport (-1 for anything else)
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2oa_1.60.gif]]


Local. [[Image:effects_local.gif]]
|-
 
| <!-- Title -->
Passed array: '''[plane, airportID]'''
==== Local ====
 
| <!-- Description -->
* plane: [[Object]] - Object the event handler is assigned to <br />
* airportID: [[Number]] - ID of the airport (-1 for anything else). <br />
 
== Local ==
 
Triggered when locality of object in MP is changed.
Triggered when locality of object in MP is changed.
 
| <!-- Arguments -->
* localUnit: [[Object]] - Unit for who is object local.
* local: [[Boolean]] - If the object is local on given computer.
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_1.00.gif]]
[[Image:arma3_1.00.gif]]


Passed array: '''[localUnit, local]'''
|-
 
| <!-- Title -->
* localUnit: [[Object]] - Unit for who is object local.<br/>
==== MPHit ====
* local: [[Boolean]] - If the object is local on given computer.<br/>
| <!-- Description -->
 
== MPHit ==
 
[[Image:arma2oa_1.55.gif]] [[Image:arguments_global.gif]] [[Image:effects_global.gif]]
 
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. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times.
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. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times.


Line 434: Line 648:
This EH must be used in conjunction with the [[addMPEventHandler]] command.
This EH must be used in conjunction with the [[addMPEventHandler]] command.


Passed array: '''[unit, causedBy, damage]'''
Note: Call a function from the MPHit EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!
 
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to <br />
* unit: [[Object]] - Object the event handler is assigned to <br />
* 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
| <!-- Effects -->
[[Image:arguments_global.gif]] [[Image:effects_global.gif]]
| <!-- Since -->
[[Image:arma2oa_1.55.gif]]


'''Coding advice:'''
|-
 
| <!-- Title -->
Call a function from the MPHit EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!
==== MPRespawn ====
 
| <!-- Description -->
<code>//good
Triggered when a unit respawns.
MyTag_Function = {
//your code
};
_unit [[addMPEventHandler]] ["MPHit", {_this [[call]] MyTag_Function}];
//bad
_unit [[addMPEventHandler]] ["MPHit", {
//your code
}];</code>
 
== MPKilled ==
 
[[Image:arma2oa_1.55.gif]] [[Image:arguments_global.gif]] [[Image:effects_global.gif]]
 
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. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times.
 
Passed array: '''[unit, killer]'''
 
* unit: [[Object]] - Object the event handler is assigned to <br />
* killer: [[Object]] - Object that killed the unit<br />Contains the unit itself in case of collisions. <br />
 


'''Notes:'''
'''Notes:'''
 
* This event never triggers on server: [http://feedback.arma3.com/view.php?id=14517]
* As of OA 1.62, this command does not work as one would expect. It is only triggered on the machine where the unit it was assigned to is local. The only difference between '''Respawn''' and '''MPRespawn''' is that '''MPRespawn''' can be assigned from anywhere while '''Respawn''' requires the unit to be local.
* This command must be used in conjunction with the command [[addMPEventHandler]] rather than the old command used for non MP commands.
* This command must be used in conjunction with the command [[addMPEventHandler]] rather than the old command used for non MP commands.
* This event handler is triggered for a disconnecting player, if "playableAI" are disabled (by admin or description.ext), so that the playable unit dies on disconnect.
| <!-- Arguments -->
 
'''Coding advice:'''
 
Call a function from the MPKilled EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!
 
<code>//good
MyTag_Function = {
//your code
};
_unit [[addMPEventHandler]] ["MPKilled", {_this [[call]] MyTag_Function}];
//bad
_unit [[addMPEventHandler]] ["MPKilled", {
//your code
}];</code>
 
== MPRespawn ==
 
Triggered when a unit respawns.
 
[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
 
Passed array: '''[unit, corpse, ...]'''
 
* 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.
| <!-- Effects -->
[[Image:arguments_global.gif]] [[Image:effects_global.gif]]
| <!-- Since -->
[[Image:arma2oa_1.55.gif]]


 
|-
'''Notes:'''
| <!-- Title -->
 
==== Respawn ====
This event never triggers on server: [http://feedback.arma3.com/view.php?id=14517]
| <!-- Description -->
 
As of OA 1.62, this command does not work as one would expect. It is only triggered on the machine where the unit it was assigned to is local. The only difference between '''Respawn''' and '''MPRespawn''' is that '''MPRespawn''' can be assigned from anywhere while '''Respawn''' requires the unit to be local.
 
This command must be used in conjunction with the command [[addMPEventHandler]] rather than the old command used for non MP commands.
 
== MusicStart ==
 
[[Image:arma3_0.50.gif]] [[Image:effects_local.gif]]
 
Triggers when [[Description.ext#Music|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command.
 
This event handler needs to be added with [[addMusicEventHandler]] command and removed with [[removeMusicEventHandler]].
Passed array: '''[className, handlerID]'''
 
* className:  [[String]] - [[Description.ext#Music|CfgMusic]] class name of currently playing sound.<br />
* handlerID:  [[Number]] - EH id returned by [[addMusicEventHandler]].<br />
 
'''Example''':
<code>_ehID = [[addMusicEventHandler]] ["MusicStart", {[[hint]] [[str]] _this}];
[[playMusic]] "RadioAmbient3"; //hint shows ["RadioAmbient3", 0]
0 = [] [[spawn]] {[[sleep]] 2; [[playMusic]] ""}; //stops the music after 2 seconds</code>
 
== MusicStop ==
 
[[Image:arma3_0.50.gif]] [[Image:effects_local.gif]]
 
Triggers when [[Description.ext#Music|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]].
Passed array: '''[className, handlerID]'''
 
* className:  [[String]] - [[Description.ext#Music|CfgMusic]] class name of currently played sound.<br />
* handlerID:  [[Number]] - EH id returned by [[addMusicEventHandler]].<br />
 
'''Example''':
<code>_ehID = [[addMusicEventHandler]] ["MusicStop", {[[hint]] [[str]] _this}];
[[playMusic]] "RadioAmbient3"; //hint shows ["RadioAmbient3", 0] after a few seconds</code>
 
== Respawn ==
 
Triggered when a unit respawns.
Triggered when a unit respawns.
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2_1.00.gif]]


Passed array: '''[unit, corpse, ...]'''
|-
 
| <!-- Title -->
* unit: [[Object]] - Object the event handler is assigned to <br />
==== Put ====
* corpse: [[Object]] - Object the event handler was assigned to, aka the corpse/unit player was previously controlling. <br />
| <!-- Description -->
 
== PostReset ==
 
From .\functions_f\Feedback\fn_feedbackInit.sqf
 
//checks whether PPs were reseted by engine
BIS_EnginePPReset = false;
if (isNil {player getVariable "BIS_fnc_feedback_postResetHandler"}) then {
player setVariable ["BIS_fnc_feedback_postResetHandler", true];
player addeventhandler ["PostReset",{BIS_EnginePPReset = true;} ];
};
 
== Put ==
 
Triggers when a unit puts an item in a container.
Triggers when a unit puts an item in a container.
 
| <!-- Arguments -->
* unit:  [[Object]] - Unit to which the event handler is assigned
* container:  [[Object]] - The container into which the item was placed (vehicle, box, etc.)
* item: [[String]] - The class name of the moved item
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_0.56.gif]]
[[Image:arma3_0.56.gif]]


Passed array: '''[unit, container, item]'''
|-
 
| <!-- Title -->
* unit:  [[Object]] - Unit to which the event handler is assigned <br />
==== Take ====
* container:  [[Object]] - The container into which the item was placed (vehicle, box, etc.) <br />
| <!-- Description -->
* item: [[String]] - The class name of the moved item <br />
 
== Take ==
 
Triggers when a unit takes an item from a container.
Triggers when a unit takes an item from a container.
 
| <!-- Arguments -->
* unit:  [[Object]] - Unit to which the event handler is assigned
* container:  [[Object]] - The container from which the item was taken (vehicle, box, etc.)
* item: [[String]] - The class name of the taken item
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_0.56.gif]]
[[Image:arma3_0.56.gif]]


Passed array: '''[unit, container, item]'''
|-
| <!-- Title -->
==== SoundPlayed ====
| <!-- Description -->
Triggered when player is making noises when injured or fatigued.
| <!-- Arguments -->
| <!-- Effects -->
| <!-- Since -->


* unit: [[Object]] - Unit to which the event handler is assigned <br />
|-
* container: [[Object]] - The container from which the item was taken (vehicle, box, etc.) <br />
| <!-- Title -->
* item: [[String]] - The class name of the taken item <br />
==== WeaponAssembled ====
| <!-- Description -->
Triggers when weapon gets assembled.
| <!-- Arguments -->
* unit: [[Object]] - Object the event handler is assigned to
* weapon: [[Object]] - Object of the assembled weapon
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2oa_1.55.gif]]


== SoundPlayed ==
|-
Something to do with your character making noises when injured or fatigued.
| <!-- Title -->
 
==== WeaponDisassembled ====
== WeaponAssembled ==
| <!-- Description -->
Triggers when weapon gets disassembled.
| <!-- Arguments -->
* unit:  [[Object]] - Object the event handler is assigned to
* primaryBag:  [[Object]] - First backpack object which was weapon disassembled into
* secondarybag: [[Object]] - Second backpack object which was weapon disassembled into
| <!-- Effects -->
[[Image:arguments_global.gif]][[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma2oa_1.55.gif]]


Triggers when weapon gets assembled.
|}


[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
=== addMissionEventHandler ===
{| class="wikitable sortable"
! Class
! Description
! Arguments
! Effects
! Since


Passed array: '''[unit, weapon]'''
|-
| <!-- Title -->
==== Ended ====
| <!-- Description -->
| <!-- Effects -->
| <!-- Since -->


* unit: [[Object]] - Object the event handler is assigned to <br />
|-
* weapon: [[Object]] - Object of the assembled weapon. <br />
| <!-- Title -->
==== Loaded ====
| <!-- Description -->
| <!-- Effects -->
| <!-- Since -->


== WeaponDisassembled ==
|}


Triggers when weapon gets disassembled.
=== addMusicEventHandler ===
{| class="wikitable sortable"
! Class
! Description
! Arguments
! Effects
! Since


[[Image:arma2oa_1.55.gif]] Global. [[Image:effects_global.gif|Global effect EventHandler]]
|-
| <!-- Title -->
==== MusicStart ====
| <!-- Description -->
Triggers when [[Description.ext#Music|CfgMusic]] sound starts playing, after being executed with [[playMusic]] command.


Passed array: '''[unit, primaryBag, secondarybag]'''
This event handler needs to be added with [[addMusicEventHandler]] command and removed with [[removeMusicEventHandler]].
| <!-- Arguments -->
* className: [[String]] - [[Description.ext#Music|CfgMusic]] class name of currently playing sound.
* handlerID:  [[Number]] - EH id returned by [[addMusicEventHandler]].
| <!-- Effects -->
[[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_0.50.gif]]


* unit:  [[Object]] - Object the event handler is assigned to <br />
|-
* primaryBag: [[Object]] - First backpack object which was weapon dissasembled into... <br />
| <!-- Title -->
* secondarybag: [[Object]] - Second backpack object which was weapon dissasembled into... <br />
==== MusicStop ====
| <!-- Description -->
Triggers when [[Description.ext#Music|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]] "".


== Curator (Zeus) EHs ==
This event handler needs to be added with [[addMusicEventHandler]] command and removed with [[removeMusicEventHandler]].
| <!-- Arguments -->
* className:  [[String]] - [[Description.ext#Music|CfgMusic]] class name of currently played sound.
* handlerID:  [[Number]] - EH id returned by [[addMusicEventHandler]].
| <!-- Effects -->
[[Image:effects_local.gif]]
| <!-- Since -->
[[Image:arma3_0.50.gif]]


* curatorObjectSelectionChanged
|}
* curatorFeedbackMessage
* curatorGroupDeleted
* curatorGroupDoubleClicked
* curatorGroupEdited
* curatorGroupPlaced
* curatorGroupSelectionChanged
* curatorMarkerDeleted
* curatorMarkerDoubleClicked
* curatorMarkerEdited
* curatorMarkerPlaced
* curatorMarkerSelectionChanged
* curatorObjectDeleted
* curatorObjectDoubleClicked
* curatorObjectEdited
* curatorObjectPlaced
* curatorObjectRegistered
* curatorPinged
* curatorWaypointDeleted
* curatorWaypointDoubleClicked
* curatorWaypointEdited
* curatorWaypointPlaced
* curatorWaypointSelectionChanged


[[Category: Event Handlers]]
[[Category: Event Handlers]]

Revision as of 13:03, 17 February 2014


Introduction

An event handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.

These event handlers relate to commands such as: addEventHandler, removeEventHandler, removeAllEventHandlers.

General MP Note

As opposed to OFP event handlers, a respawned unit retains the EHs it had before, so it is no longer required to re-add EHs after respawning.

The MP event handlers "MPHit", "MPKilled" and "MPRespawn" have to be assigned to the object by using addMPEventHandler.

Event Scripts

See also: Event Scripts for special event triggered scripts.


addEventHandler

Class Description Arguments Effects Since

AnimChanged

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

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

arguments global.gifeffects local.gif

arma2 1.00.gif

AnimDone

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

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

arguments global.gifeffects local.gif

arma2 1.00.gif

AnimStateChanged

Triggered every time an animation state changes. Unlike AnimChanged and AnimDone, it is 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.

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

arguments global.gifeffects local.gif

arma2 1.00.gif

ControlsShifted

Triggers when controls of vehicle are shifted (pilot->co-pilot, co-pilot->pilot). Works for both, "Take" and "Release" controls actions. Event only triggers on PC where vehicle is local and EH was added.

NOTE: If helicopter is local to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC. This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on the server PC, but subsequent co-pilot "Release Controls" action will trigger it on co-pilot's PC.

  • vehicle: Object - Vehicle which controls were shifted.
  • newController: Object - Unit who controls vehicle after this event.
  • oldController: Object - Unit who controled vehicle before this event.

arguments local.gifeffects local.gif

arma3 1.00.gif

CuratorObjectSelectionChanged

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CuratorFeedbackMessage

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CuratorGroupDeleted

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CuratorGroupDoubleClicked

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CuratorGroupEdited

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CuratorGroupPlaced

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CuratorGroupSelectionChanged

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CuratorMarkerDeleted

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CuratorMarkerDoubleClicked

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CuratorMarkerEdited

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CuratorMarkerPlaced

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CuratorMarkerSelectionChanged

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CuratorObjectDeleted

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CuratorObjectDoubleClicked

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CuratorObjectEdited

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CuratorObjectPlaced

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CuratorObjectRegistered

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CuratorPinged

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CuratorWaypointDeleted

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CuratorWaypointDoubleClicked

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CuratorWaypointEdited

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CuratorWaypointPlaced

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CuratorWaypointSelectionChanged

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Dammaged

Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

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

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

arguments global.gifeffects local.gif

ofpr 1.85.gif

Engine

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

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

arguments global.gif

ofpr 1.85.gif

EpeContact

Triggered when object collision (PhysX) is in progress. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

  • 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.

arguments global.gifeffects local.gif

arma3 1.00.gif

EpeContactEnd

Triggered when object collision (PhysX) ends. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

  • 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.

arguments global.gifeffects local.gif

arma3 1.00.gif

EpeContactStart

Triggered when object collision (PhysX) starts. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

  • 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.

arguments global.gifeffects local.gif

arma3 1.00.gif

Explosion

Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed.

  • vehicle: Object - Object the event handler is assigned to
  • damage: Number - Damage inflicted to the object

arguments global.gifeffects local.gif

arma3 0.76.gif

Fired

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

  • 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 (Arma 2: OA and onwards)

arguments global.gifeffects local.gif

ofpr 1.85.gif

FiredNear

Triggered when a weapon is fired somewhere near the unit or vehicle.

It is also triggered if the unit itself is firing.

(Exception(s): the Throw weapon wont broadcast the FiredNear event)

  • 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

arguments global.gifeffects local.gif

arma2 1.00.gif

Fuel

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

  • vehicle: Object - Vehicle the event handler is assigned to
  • fuelState: Boolean - 0 when no fuel, 1 when the fuel tank is full

arguments global.gifeffects global.gif

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Gear

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

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

arguments global.gifeffects global.gif

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GetIn

Triggers when a unit enters a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is neither triggered upon a change of positions within the same vehicle nor by the moveInXXXX commands. However it is triggered by a "GetInXXXX" action.

In vehicles with multi-turret setup, entering any turret will show "gunner" for position.

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

arguments global.gifeffects local.gif

ofpr 1.85.gif

GetOut

Triggers when a unit gets out from a vehicle. It can be assigned to a remote vehicle but will only fire on the PC where the actual addEventHandler command was executed. This EH is triggered by both the moveOut command and by "GetOut" action.

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

arguments global.gifeffects local.gif

ofpr 1.85.gif

HandleDamage

Triggers when the unit is damaged and fires for each damaged selection separately. 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:

  • Each "HandleDamage" event shows the current damage from the damage source, NOT cumulative or the current "damage level" (health) of the target unit.
  • Multiple "HandleDamage" event handlers can be added to the same unit, however only the damage return value from the last added EH will be relayed to the game engine.
  • 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.

  • unit: Object - Object the event handler is assigned to.
  • selectionName: 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.)

arguments local.gif effects local.gif

arma2 1.00.gif

HandleHeal

Triggered when unit starts to heal (player using heal action or AI heals after being ordered). Triggers only on PC where EH is added and unit is local. If code returns false, engine side healing follows. Return true if you handle healing in script, use AISFinishHeal to tell engine that script side healing is done. See also lifeState and setUnconscious commands.

arguments local.gifeffects local.gif

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Hit

Triggered when the unit is hit/damaged.

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

  • 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

arguments local.gifeffects local.gif

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HitPart

Runs when the object, it was added to, gets injured/damaged. It returns the position and component that was hit on the object within a nested array, this is because the model may have more than selection name for the hit component.

While you can add "HitPart" handler to a remote unit, the respectful addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well. Additionally, if the unit gets damaged by any means other than shooter's shooting, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation.

  • target: Object - Object that got injured/damaged.
  • shooter: Object - Unit that inflicted the damage. If injured by a vehicle impact or a fall the target itself is returned, or, in case of explosions, the null object. In case of explosives that were planted by someone (e.g. satchel charges), that unit is returned.
  • bullet: Object - Object that was fired.
  • 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, if there is no shot object: [impulse value on object collided with,0,0,0]
  • direction: 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.

arguments global.gifeffects local.gif

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Init

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

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

arguments global.gifeffects local.gif

ofpr 1.85.gif

IncomingMissile

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

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

arguments global.gifeffects local.gif

ofpr 1.85.gif

Killed

Triggered when the unit is killed.

Be careful when the killer has been a vehicle. For most cases the reference of the vehicle is the same as the effectiveCommander, but not always.

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

arguments global.gifeffects local.gif

ofpr 1.85.gif

LandedTouchDown

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

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

arguments global.gifeffects local.gif

arma2oa 1.60.gif

LandedStopped

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

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

arguments global.gifeffects local.gif

arma2oa 1.60.gif

Local

Triggered when locality of object in MP is changed.

  • localUnit: Object - Unit for who is object local.
  • local: Boolean - If the object is local on given computer.

arguments global.gifeffects local.gif

arma3 1.00.gif

MPHit

Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. Add it only on server because if you have 10 machines on network and add this EH to every machine, when triggered the EH code will be executed 10 x 10 = 100 times.

Is not always triggered when unit is killed by a hit. Most of the time only the Killed event handler is triggered when a unit dies from a hit. The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased. Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to allowDamage false. However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage addEventHandler ["HandleDamage",{0}]; Will not trigger when unit is dead.

This EH must be used in conjunction with the addMPEventHandler command.

Note: Call a function from the MPHit EH code space, rather to define the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!

  • 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

arguments global.gif effects global.gif

arma2oa 1.55.gif

MPRespawn

Triggered when a unit respawns.

Notes:

  • This event never triggers on server: [1]
  • As of OA 1.62, this command does not work as one would expect. It is only triggered on the machine where the unit it was assigned to is local. The only difference between Respawn and MPRespawn is that MPRespawn can be assigned from anywhere while Respawn requires the unit to be local.
  • This command must be used in conjunction with the command addMPEventHandler rather than the old command used for non MP commands.
  • 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.

arguments global.gif effects global.gif

arma2oa 1.55.gif

Respawn

Triggered when a unit respawns.

  • 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

arguments global.gifeffects local.gif

arma2 1.00.gif

Put

Triggers when a unit puts an item in a container.

  • 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

arguments global.gifeffects local.gif

arma3 0.56.gif

Take

Triggers when a unit takes an item from a container.

  • 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

arguments global.gifeffects local.gif

arma3 0.56.gif

SoundPlayed

Triggered when player is making noises when injured or fatigued.

WeaponAssembled

Triggers when weapon gets assembled.

  • unit: Object - Object the event handler is assigned to
  • weapon: Object - Object of the assembled weapon

arguments global.gifeffects local.gif

arma2oa 1.55.gif

WeaponDisassembled

Triggers when weapon gets disassembled.

  • 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

arguments global.gifeffects local.gif

arma2oa 1.55.gif

addMissionEventHandler

Class Description Arguments Effects Since

Ended

Loaded

addMusicEventHandler

Class Description Arguments Effects Since

MusicStart

Triggers when CfgMusic sound starts playing, after being executed with playMusic command.

This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler.

effects local.gif

arma3 0.50.gif

MusicStop

Triggers when CfgMusic sound finished playing, after being executed with playMusic command. Note that EH will not be triggered if you force stop the music with playMusic "".

This event handler needs to be added with addMusicEventHandler command and removed with removeMusicEventHandler.

effects local.gif

arma3 0.50.gif