Arma 3: Event Handlers

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

See also Event Scripts for special event triggered scripts.

Contents

addEventHandler

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

Commands:

Example:

mySoldier addEventHandler ["Killed",{hint format ["%1 was killed by %2",name (_this select 0),name (_this select 1)];}]

Default

Class Description Arguments MP-Effects Since

AnimChanged

Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

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

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AnimDone

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

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

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AnimStateChanged

Triggered every time an animation state changes. Triggered for all animation states in a sequence. It can be assigned to a remote unit but will only fire on the PC where the actual addEventHandler command was executed.

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

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ContainerClosed

Triggers when player finished accessing cargo container. This event handler is similar to "InventoryClosed" EH, but needs to be assigned to the container rather than the player. Note: will not trigger on dedicated server.

  • container: Object - Cargo container.
  • player: Object - Unit who accessed the container.

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ContainerOpened

Triggers when cargo container is accessed by player. This event handler is similar to "InventoryOpened" EH, but needs to be assigned to the container rather than the player and cannot be overridden. Note: will not trigger on dedicated server.

  • container: Object - Cargo container.
  • player: Object - Unit who accessed the container.

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ControlsShifted

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

Notes:

  • 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.

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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.

Notes:

  • If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.
  • The Dammaged EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.
  • 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

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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

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EpeContact

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

  • 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.

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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.

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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.

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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

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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)

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FiredNear

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

It is also triggered if the unit itself is firing.

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

  • 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

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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

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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

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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

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GetOut

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

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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:

  • 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.)

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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.

NOTE: This Event Handler is broken but somewhat usable. When attached to a unit it will fire when medic action is started (not finished!) on the unit. _this select 0 will be the unit itself, _this select 1 will be the healer. The 3rd param will always be false and neither returning true nor using AISFinishHeal will have any effect on engine's default healing behaviour. If unit walks away from the healer during healing action, the heal will not finish but there is no way of detecting this within "handleheal" framework.

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HandleRating

Triggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill. If EH code returns Number, this will override default engine behaviour and the resulting value added will be the one returned by EH code.

Unlike with other EHs, this EH passes a single argument inside _this variable, which is the rating value to be added

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HandleScore

Triggered when engine adds score to overall score of the unit, usually after a kill. If the EH code returns true or Nothing, the default engine score is applied, if it returns false, the engine score doesn't get added.

NOTE: MP only, server only.

  • unit: Object - Object the event handler is assigned to
  • object: Object - object for which score was awarded
  • score: Number - score to be added

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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

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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.

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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

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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

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InventoryClosed

Triggered when unit closes inventory.

//Delete dropped items when inventory closed player addEventHandler ["InventoryClosed", { deleteVehicle (_this select 1); }];

  • unit: Object - Object the event handler is assigned to
  • container: Object - connected container or weaponholder

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InventoryOpened

Triggered when unit opens inventory. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:

//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 }];

  • unit: Object - Object the event handler is assigned to
  • container: Object - connected container or weaponholder

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Killed

Triggered when the unit is killed.

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

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

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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)

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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)

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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.

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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

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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

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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

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SoundPlayed

Triggered when player is making noises when injured or fatigued.

  • unit: Object - Unit to which the event handler is assigned
  •  ?: Number - Unknown

WeaponAssembled

Triggers when weapon gets assembled.

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

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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

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Curator

Curator Event Handlers are also added with addEventHandler command and are supposed to be added to curator object (not player object) where curator object is local and will be executed only where curator is local (on computer of player who's in control of it).

Class Description Arguments MP-Effects Since

CuratorFeedbackMessage

Triggered when curator attempts invalid action in curator interface.

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

  • 003 - when trying to teleport camera outside of curatorCameraArea
  • 101 - trying to place an object when placing is disabled using setCuratorCoef "place"
  • 102 - trying to place an object which is too expensive (cost set in curatorObjectRegistered multiplied by setCuratorCoef "place" is larger than curatorPoints)
  • 103 - trying to place an object outside of curatorEditingArea
  • 201 - trying to place a waypoint when waypoint placing is disabled
  • 202 - trying to place a waypoint which is too expensive (cost set by setCuratorWaypointCost multiplied by setCuratorCoef "place" is larger than curatorPoints)
  • 206 - trying to place a waypoint when no AI unit is selected
  • 301 - trying to move or rotate an entity when editing is disabled using setCuratorCoef "edit"
  • 302 - trying to move or rotate an entity when it's too expensive (entity cost multiplied by setCuratorCoef "edit" is larger than curatorPoints)
  • 303 - trying to move an entity outside of curatorEditingArea
  • 304 - trying to move or rotate an entity which is outside of curatorEditingArea
  • 307 - trying to move or rotate a player (players cannot be manipulated with)
  • 401 - trying to delete an entity when deleting is disabled using setCuratorCoef "delete"
  • 402 - trying to delete an entity which is too expensive (cost multiplied by setCuratorCoef "delete" is larger than curatorPoints)
  • 404 - trying to delete an entity which is outside of curatorEditingArea
  • 405 - trying to delete an entity which has non-editable crew in it
  • 407 - trying to delete a player (players cannot be manipulated with)
  • 501 - trying to destroy an object when destroying is disabled using setCuratorCoef "destroy"
  • 502 - trying to destroy an object which is too expensive (cost multiplied by setCuratorCoef "destroy" is larger than curatorPoints)
  • 504 - trying to destroy an object which is outside of curatorEditingArea
  • 505 - trying to destroy an object which has non-editable crew in it
  • 506 - trying to destroy an object when no object is selected
  • 507 - trying to destroy a player (players cannot be manipulated with)


This handler is supposed to be added to curator module, not player.

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CuratorGroupDoubleClicked

Triggered when a group is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorGroupPlaced

Triggered when new group is placed in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorGroupSelectionChanged

Triggered when a group is selected in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorMarkerDeleted

Triggered when a marker is deleted in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorMarkerDoubleClicked

Triggered when a marker is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorMarkerEdited

Triggered when a marker is moved in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorMarkerPlaced

Triggered when new marker is placed in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorMarkerSelectionChanged

Triggered when a marker is selected in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorObjectDeleted

Triggered when an object is deleted in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorObjectDoubleClicked

Triggered when an object is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorObjectEdited

Triggered when an object is moved or rotated in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorObjectPlaced

Triggered when new object is placed in curator interface. This event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles.
This handler is supposed to be added to curator module, not player.

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CuratorObjectRegistered

Triggered when player enters curator interface. Assign curator cost to every object in the game. This is the primary method that a mission designer can use to limit the objects a curator can place.

Full article - Curator

This handler is supposed to be added to curator module, not player.

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CuratorObjectSelectionChanged

Triggered when an object is selected in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorPinged

Triggered when a player pings his curator(s) by pressing Zeus key. To add player to specific curator, use addCuratorEditableObjects command.
This handler is supposed to be added to curator module, not player.

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CuratorWaypointDeleted

Triggered when a waypoint is deleted in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorWaypointDoubleClicked

Triggered when a waypoint is double-clicked on in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorWaypointEdited

Triggered when a waypoint is moved in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorWaypointPlaced

Triggered when new waypoint is placed in curator interface.
This handler is supposed to be added to curator module, not player.

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CuratorWaypointSelectionChanged

Triggered when a waypoint is selected in curator interface.
This handler is supposed to be added to curator module, not player.

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addMPEventHandler

Global object event handler, executed on every connected machine.

Commands:

Example:

mySoldier addMPEventHandler ["MPKilled",{hint format ["%1 was killed by %2",name (_this select 0),name (_this select 1)];}]


Class Description Arguments MP-Effects Since

MPHit

Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. 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

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MPKilled

Triggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server. 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.

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

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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.

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addMissionEventHandler

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

Commands:

Example:

addMissionEventHandler ["Loaded",{playMusic "EventTrack03_F_EPB";}]


Class Description Arguments Since


Draw3D

Runs the EH code each frame in unscheduled environment. Client side EH only (presence of UI). Will stop executing when UI loses focus (if user Alt+Tabs for example). Usually used with drawIcon3D, drawLine3D.

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Ended

Triggered when mission ends, either using trigger of type "End", endMission command, BIS_fnc_endMission function or ENDMISSION cheat.

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HandleDisconnect

Triggered when player disconnects from the game. Similar to onPlayerDisconnected event but can be stacked and contains the unit occupied by player before disconnect. Must be added on the server and triggers only on the server.

Override: If this EH code returns true, the unit, previously occupied by player, gets transferred to the server, becomes AI and continues to live, even with description.ext param disabledAI = 1;

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Loaded

Triggered when mission is loaded.

  • saveType: String - save type, can be have following values:
    • "save" - custom save, achieved by pressing SAVE button in the pause menu
    • "autosave" - automatic checkpoint, saved using saveGame command
    • "continue" - saved when leaving a mission to the main menu

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addMusicEventHandler

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

Commands:

Example:

addMusicEventHandler ["MusicStop",{playMusic (_this select 0);}]


Class Description Arguments Since

MusicStart

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

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

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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.

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ctrlAddEventHandler

Full article - User Interface Event Handlers


displayAddEventHandler

Full article - User Interface Event Handlers