Difference between revisions of "Arma 3: Event Handlers"
Lou Montana (talk | contribs) m (Text replacement - "{{EffArg|cmd|eff|local}}" to "{{Icon|localEffect|32}}") |
Lou Montana (talk | contribs) m (Text replacement - "{{EffArg|cmd|arg|global}}" to "{{Icon|globalArgument|32}}") |
||
Line 33: | Line 33: | ||
{{Cfg ref|abc}} | {{Cfg ref|abc}} | ||
==== AnimChanged ==== | ==== AnimChanged ==== | ||
− | {{ | + | {{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. | ||
Line 47: | Line 47: | ||
==== AnimDone ==== | ==== AnimDone ==== | ||
− | {{ | + | {{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. | ||
Line 61: | Line 61: | ||
==== AnimStateChanged ==== | ==== AnimStateChanged ==== | ||
− | {{ | + | {{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. | ||
Line 75: | Line 75: | ||
{{ArgTitle|ContainerClosed|4|{{GVI|arma3|1.32}}}} | {{ArgTitle|ContainerClosed|4|{{GVI|arma3|1.32}}}} | ||
− | {{ | + | {{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. | ||
Line 91: | Line 91: | ||
{{ArgTitle|ContainerOpened|4|{{GVI|arma3|1.32}}}} | {{ArgTitle|ContainerOpened|4|{{GVI|arma3|1.32}}}} | ||
− | {{ | + | {{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. | ||
Line 107: | Line 107: | ||
{{ArgTitle|ControlsShifted|4|{{GVI|arma3|1.00}}}} | {{ArgTitle|ControlsShifted|4|{{GVI|arma3|1.00}}}} | ||
− | {{ | + | {{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 [[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 [[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:_Event_Handlers/addMissionEventHandler#ControlsShifted | ControlsShifted]] event handler. | ||
Line 123: | Line 123: | ||
==== Dammaged ==== | ==== Dammaged ==== | ||
− | {{ | + | {{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 148: | Line 148: | ||
{{ArgTitle|Deleted|4|{{GVI|arma3|1.67}}}} | {{ArgTitle|Deleted|4|{{GVI|arma3|1.67}}}} | ||
− | {{ | + | {{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"> | ||
Line 172: | Line 172: | ||
==== Engine ==== | ==== Engine ==== | ||
− | {{ | + | {{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 185: | Line 185: | ||
{{ArgTitle|EpeContact|4|{{GVI|arma3|1.00}}}} | {{ArgTitle|EpeContact|4|{{GVI|arma3|1.00}}}} | ||
− | {{ | + | {{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 202: | Line 202: | ||
{{ArgTitle|EpeContactEnd|4|{{GVI|arma3|1.00}}}} | {{ArgTitle|EpeContactEnd|4|{{GVI|arma3|1.00}}}} | ||
− | {{ | + | {{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 218: | Line 218: | ||
{{ArgTitle|EpeContactStart|4|{{GVI|arma3|1.00}}}} | {{ArgTitle|EpeContactStart|4|{{GVI|arma3|1.00}}}} | ||
− | {{ | + | {{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"> | ||
Line 234: | Line 234: | ||
{{ArgTitle|Explosion|4|{{GVI|arma3|0.76}}}} | {{ArgTitle|Explosion|4|{{GVI|arma3|0.76}}}} | ||
− | {{ | + | {{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. | ||
Line 248: | Line 248: | ||
==== Fired ==== | ==== Fired ==== | ||
− | {{ | + | {{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. | ||
Line 272: | Line 272: | ||
{{ArgTitle|FiredMan|4|{{GVI|arma3|1.65}}}} | {{ArgTitle|FiredMan|4|{{GVI|arma3|1.65}}}} | ||
− | {{ | + | {{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. | ||
Line 293: | Line 293: | ||
==== FiredNear ==== | ==== FiredNear ==== | ||
− | {{ | + | {{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 316: | Line 316: | ||
==== Fuel ==== | ==== Fuel ==== | ||
− | {{ | + | {{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"> | ||
Line 329: | Line 329: | ||
==== Gear ==== | ==== Gear ==== | ||
− | {{ | + | {{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. | ||
Line 344: | Line 344: | ||
==== GetIn ==== | ==== GetIn ==== | ||
− | {{ | + | {{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 361: | Line 361: | ||
{{ArgTitle|GetInMan|4|{{GVI|arma3|1.58}}}} | {{ArgTitle|GetInMan|4|{{GVI|arma3|1.58}}}} | ||
− | {{ | + | {{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 [[local]]. This EH is triggered by moveInXXXX commands and "GetInXXXX" [[action]]s. | ||
Line 377: | Line 377: | ||
==== GetOut ==== | ==== GetOut ==== | ||
− | {{ | + | {{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 394: | Line 394: | ||
{{ArgTitle|GetOutMan|4|{{GVI|arma3|1.58}}}} | {{ArgTitle|GetOutMan|4|{{GVI|arma3|1.58}}}} | ||
− | {{ | + | {{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 [[local]]. This EH is triggered by [[moveOut]] and "GetOut" & "Eject" [[action]]s. | ||
Line 410: | Line 410: | ||
==== HandleDamage ==== | ==== HandleDamage ==== | ||
− | {{ | + | {{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. | ||
Line 451: | Line 451: | ||
==== HandleHeal ==== | ==== HandleHeal ==== | ||
− | {{ | + | {{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 [[local]]. | ||
Line 487: | Line 487: | ||
==== HandleIdentity ==== | ==== HandleIdentity ==== | ||
− | {{ | + | {{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. | ||
Line 510: | Line 510: | ||
{{ArgTitle|HandleScore|4|{{GVI|arma3|1.32}}}} | {{ArgTitle|HandleScore|4|{{GVI|arma3|1.32}}}} | ||
− | {{ | + | {{Icon|globalArgument|32}}{{ServerExec}}<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 547: | Line 547: | ||
==== HitPart ==== | ==== HitPart ==== | ||
− | {{ | + | {{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 583: | Line 583: | ||
==== Init ==== | ==== Init ==== | ||
− | {{ | + | {{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 592: | Line 592: | ||
==== IncomingMissile ==== | ==== IncomingMissile ==== | ||
− | {{ | + | {{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 guided missile locked on the target or unguided missile or rocket aimed by AI or Player at the target was fired. | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
Line 607: | Line 607: | ||
{{ArgTitle|InventoryClosed|4|{{GVI|arma3|1.22}}}} | {{ArgTitle|InventoryClosed|4|{{GVI|arma3|1.22}}}} | ||
− | {{ | + | {{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. | ||
Line 625: | Line 625: | ||
{{ArgTitle|InventoryOpened|4|{{GVI|arma3|1.22}}}} | {{ArgTitle|InventoryOpened|4|{{GVI|arma3|1.22}}}} | ||
− | {{ | + | {{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: | ||
Line 666: | Line 666: | ||
==== LandedTouchDown ==== | ==== LandedTouchDown ==== | ||
− | {{ | + | {{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 679: | Line 679: | ||
==== LandedStopped ==== | ==== LandedStopped ==== | ||
− | {{ | + | {{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 692: | Line 692: | ||
{{ArgTitle|Landing|4|{{GVI|arma3|1.70}}}} | {{ArgTitle|Landing|4|{{GVI|arma3|1.70}}}} | ||
− | {{ | + | {{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 706: | Line 706: | ||
{{ArgTitle|LandingCanceled|4|{{GVI|arma3|1.70}}}} | {{ArgTitle|LandingCanceled|4|{{GVI|arma3|1.70}}}} | ||
− | {{ | + | {{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 722: | Line 722: | ||
==== Local ==== | ==== Local ==== | ||
− | {{ | + | {{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 [[_this]] [[select]] 1 will be [[true]], | ||
Line 767: | Line 767: | ||
{{ArgTitle|Put|4|{{GVI|arma3|0.56}}}} | {{ArgTitle|Put|4|{{GVI|arma3|0.56}}}} | ||
− | {{ | + | {{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 839: | Line 839: | ||
{{ArgTitle|SeatSwitched|4|{{GVI|arma3|1.50}}}} | {{ArgTitle|SeatSwitched|4|{{GVI|arma3|1.50}}}} | ||
− | {{ | + | {{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 856: | Line 856: | ||
{{ArgTitle|SeatSwitchedMan|4|{{GVI|arma3|1.58}}}} | {{ArgTitle|SeatSwitchedMan|4|{{GVI|arma3|1.58}}}} | ||
− | {{ | + | {{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 900: | Line 900: | ||
{{ArgTitle|Suppressed|4|{{GVI|arma3dev|2.01}}}} | {{ArgTitle|Suppressed|4|{{GVI|arma3dev|2.01}}}} | ||
− | <!-- {{ | + | <!-- {{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>[</nowiki>[[west]], 0];</tt> | ||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
Line 918: | Line 918: | ||
{{ArgTitle|Take|4|{{GVI|arma3|0.56}}}} | {{ArgTitle|Take|4|{{GVI|arma3|0.56}}}} | ||
− | {{ | + | {{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 972: | Line 972: | ||
==== WeaponAssembled ==== | ==== WeaponAssembled ==== | ||
− | {{ | + | {{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 985: | Line 985: | ||
==== WeaponDisassembled ==== | ==== WeaponDisassembled ==== | ||
− | {{ | + | {{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 1,000: | Line 1,000: | ||
{{ArgTitle|WeaponDeployed|4|{{GVI|arma3|1.44}}}} | {{ArgTitle|WeaponDeployed|4|{{GVI|arma3|1.44}}}} | ||
− | {{ | + | {{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 1,400: | Line 1,400: | ||
{{Cfg ref|abc}} | {{Cfg ref|abc}} | ||
==== MPHit ==== | ==== MPHit ==== | ||
− | {{ | + | {{Icon|globalArgument|32}}{{EffArg|cmd|eff|global}}<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 1,427: | Line 1,427: | ||
==== MPKilled ==== | ==== MPKilled ==== | ||
− | {{ | + | {{Icon|globalArgument|32}}{{EffArg|cmd|eff|global}}<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. | ||
Line 1,444: | Line 1,444: | ||
==== MPRespawn ==== | ==== MPRespawn ==== | ||
− | {{ | + | {{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 [[local]]. |
Revision as of 00:33, 26 January 2021
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.
Main categories
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"];
}];
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"];
}];
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
1.67 hitPartIndex: Number - hit index of the hit selection
1.67 hitPoint: String - hit point Cfg name
1.69 shooter: Object - shooter reference (to get instigator use getShotParents on projectile)
1.69 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
EffArg
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.
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
1.65 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.
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.
1.30 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
1.65 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.
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
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
1.36 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
1.36 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.)
1.49 hitPartIndex: Number - Hit part index of the hit point, -1 otherwise.
1.65 instigator: Object - Person who pulled the trigger
1.67 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
EffArg
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"];
}];
4
GAGlobalServerExec
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
EffArg
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
1.65 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.
Notes
- The hit values from the ammo array 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.
- 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 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.
- 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, if there is no shot object: [impulse value on object collided with,0,0,0]
- 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 guided missile locked on the target or unguided missile or rocket aimed by AI or Player at the target was fired.
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
1.42 vehicle: Object - Vehicle that fired the weapon. In case of soldier, unit is returned
1.65 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
1.65 secondaryContainer: Object - second connected container or weaponholder or objNull
Killed
EffArg
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
1.65 instigator: Object - Person who pulled the trigger
1.67 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
EffArg
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
4
EffArg
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
EffArg
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
EffArg
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"];
}];
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
4
Triggers when player's current task changes
this addEventHandler ["TaskSetAsCurrent", {
params ["_unit", "_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"];
}];
4
EffArg
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"];
}];
SelectedActionPerformed
RTM helicopter user action event
this addEventHandler ["SelectedActionPerformed", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
SelectedActionChanged
RTM helicopter user action event
this addEventHandler ["SelectedActionChanged", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
SelectedRotorLibActionPerformed
RTM helicopter user action event
this addEventHandler ["SelectedRotorLibActionPerformed", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
SelectedRotorLibActionChanged
RTM helicopter user action event
this addEventHandler ["SelectedRotorLibActionChanged", {
params ["_caller", "_target", "_enumNumber", "_actionId"];
}];
3
EffArgLELocal
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.
CuratorFeedbackMessage
EffArg
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
EffArg
Triggered when a group is double-clicked on in curator interface.
this addEventHandler ["CuratorGroupDoubleClicked", {
params ["_curator", "_group"];
}];
CuratorGroupPlaced
EffArg
Triggered when new group is placed in curator interface.
this addEventHandler ["CuratorGroupPlaced", {
params ["_curator", "_group"];
}];
CuratorGroupSelectionChanged
EffArg
Triggered when a group is selected in curator interface.
this addEventHandler ["CuratorGroupSelectionChanged", {
params ["_curator", "_group"];
}];
CuratorMarkerDeleted
EffArg
Triggered when a marker is deleted in curator interface.
this addEventHandler ["CuratorMarkerDeleted", {
params ["_curator", "_marker"];
}];
CuratorMarkerDoubleClicked
EffArg
Triggered when a marker is double-clicked on in curator interface.
this addEventHandler ["CuratorMarkerDoubleClicked", {
params ["_curator", "_marker"];
}];
CuratorMarkerEdited
EffArg
Triggered when a marker is moved in curator interface.
this addEventHandler ["CuratorMarkerEdited", {
params ["_curator", "_marker"];
}];
CuratorMarkerPlaced
EffArg
Triggered when new marker is placed in curator interface.
this addEventHandler ["CuratorMarkerPlaced", {
params ["_curator", "_marker"];
}];
CuratorMarkerSelectionChanged
EffArg
Triggered when a marker is selected in curator interface.
this addEventHandler ["CuratorMarkerSelectionChanged", {
params ["_curator", "_marker"];
}];
CuratorObjectDeleted
EffArg
Triggered when an object is deleted in curator interface.
this addEventHandler ["CuratorObjectDeleted", {
params ["_curator", "_entity"];
}];
CuratorObjectDoubleClicked
EffArg
Triggered when an object is double-clicked on in curator interface.
this addEventHandler ["CuratorObjectDoubleClicked", {
params ["_curator", "_entity"];
}];
CuratorObjectEdited
EffArg
Triggered when an object is moved or rotated in curator interface.
this addEventHandler ["CuratorObjectEdited", {
params ["_curator", "_entity"];
}];
CuratorObjectPlaced
EffArg
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
EffArg
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
EffArg
Triggered when an object is selected in curator interface.
this addEventHandler ["CuratorObjectSelectionChanged", {
params ["_curator", "_entity"];
}];
CuratorPinged
EffArg
Triggered when a player pings his curator(s) by pressing Zeus key.
this addEventHandler ["CuratorPinged", {
params ["_curator", "_player"];
}];
CuratorWaypointDeleted
EffArg
Triggered when a waypoint is deleted in curator interface.
this addEventHandler ["CuratorWaypointDeleted", {
params ["_curator", "_waypoint"];
}];
CuratorWaypointDoubleClicked
EffArg
Triggered when a waypoint is double-clicked on in curator interface.
this addEventHandler ["CuratorWaypointDoubleClicked", {
params ["_curator", "_waypoint"];
}];
CuratorWaypointEdited
EffArg
Triggered when a waypoint is moved in curator interface.
this addEventHandler ["CuratorWaypointEdited", {
params ["_curator", "_waypoint"];
}];
CuratorWaypointPlaced
EffArg
Triggered when new waypoint is placed in curator interface.
this addEventHandler ["CuratorWaypointPlaced", {
params ["_curator", "_group", "_waypointID"];
}];
CuratorWaypointSelectionChanged
EffArg
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
GAGlobalEffArg
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
1.65 instigator: Object - Person who pulled the trigger
MPKilled
GAGlobalEffArg
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 1.65 instigator: Object - Person who pulled the trigger
1.67 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.
Full article - Arma 3: Event Handlers/addMissionEventHandler
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:
- PrevAction - Action menu scroll up event
- Action - Action menu action event
- NextAction - Action menu scroll down event
Commands:
Full article - Arma 3: Event Handlers/inGameUISetEventHandler
UI Event Handlers (Displays and Controls)
Commands:
- ctrlAddEventHandler
- ctrlRemoveEventHandler
- ctrlRemoveAllEventHandlers
- displayAddEventHandler
- displayRemoveEventHandler
- displayRemoveAllEventHandlers
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.
- className: String - CfgMusic class name of currently playing sound.
- handlerID: Number - EH id returned by addMusicEventHandler.
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.
- className: String - CfgMusic class name of currently played sound.
- handlerID: Number - EH id returned by addMusicEventHandler.
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.
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:
- BIS_fnc_addScriptedEventHandler
- BIS_fnc_removeScriptedEventHandler
- BIS_fnc_removeAllScriptedEventHandlers
- BIS_fnc_callScriptedEventHandler
Full article - Arma 3: Event Handlers/ScriptedEventHandlers