Scripted Event Handlers – Arma 3

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== Description ==
== Description ==
Scripted Event Handlers are triggered by some of BI's modules and functions. When triggered any code registered for one of these events via [[BIS_fnc_addScriptedEventHandler]] will be executed.
Scripted Event Handlers are triggered by some of BI's modules and functions. When triggered any code registered for one of these events via [[BIS_fnc_addScriptedEventHandler]] will be executed.
All events exists within a namespace, whether this is one of the main [[Namespace]]s like [[missionNamespace]] or [[uiNamespace]] or it could be a specific namespace like a [[Group]] or [[Object]] etc. The event also has an name that it is know by and when called a set of parameters are passed to the executed code.
All the events exists as variables within a namespace, whether this is one of the main [[Namespace]]s like [[missionNamespace]] or [[uiNamespace]] or it could be a specific namespace like a [[Group]] or [[Object]] etc. The event also has a set of parameters passed to the executed code.
You can even implement your own scripted eventHandlers by using [[BIS_fnc_callScriptedEventHandler]].
You can even implement your own scripted eventHandlers by using [[BIS_fnc_callScriptedEventHandler]].
For all other available EHs see the [[Arma_3:_Event_Handlers|main page]].
For all other available EHs see the [[Arma_3:_Event_Handlers|main page]].
{{Informative|The module using variables with the event names in related namespaces}}


== Related Commands ==
== Related Commands ==
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! scope="col"| Event name
! scope="col"| Event name
! scope="col"| Event passed parameters
! scope="col"| Event passed parameters
|-
! colspan="3" style="text-align:left;" | Player opens pause menu
|-
| missionNamespace
| "OnGameInterrupt"
| [_display]
|-
|-
|-
! colspan="3" style="text-align:left;" | Saving of the game, scripted or manual
! colspan="3" style="text-align:left;" | Saving of the game, scripted or manual

Revision as of 20:31, 9 April 2019

Scripted Event Handlers

Description

Scripted Event Handlers are triggered by some of BI's modules and functions. When triggered any code registered for one of these events via BIS_fnc_addScriptedEventHandler will be executed. All the events exists as variables within a namespace, whether this is one of the main Namespaces like missionNamespace or uiNamespace or it could be a specific namespace like a Group or Object etc. The event also has a set of parameters passed to the executed code. You can even implement your own scripted eventHandlers by using BIS_fnc_callScriptedEventHandler. For all other available EHs see the main page.

Related Commands

Examples

[ missionNamespace, "arsenalOpened", { hint "Player opened the Arsenal"; //Hint message to the player when he opens the Arsenal }] call BIS_fnc_addScriptedEventHandler;

Events

This is a list of all available scripted events that exist through BI's functions and modules. Each event is listed under the system that calls them whether this be a specific function or a module. List last updated for Arma 3 logo black.png1.84

Event namespace Event name Event passed parameters
Player opens pause menu
missionNamespace "OnGameInterrupt" [_display]
Saving of the game, scripted or manual
missionNamespace "OnSaveGame" []
teamSwitchedScript.sqs
missionNamespace "teamSwitched" [_originalUnit,_switchToUnit]
BIS_fnc_packStaticWeapon
_group "StaticWeaponPacked" [_group, _leader, _gunner, _assistant, _weaponBag, _baseBag]
BIS_fnc_unpackStaticWeapon
_group "StaticWeaponUnpacked" [_group, _leader, _gunner, _assistant, _weapon]
Module Timeline
_timeline "finished" [_timeline]
_timeline "played"
_timeline "looped" [_timeline]
Module Rich Curve Key
_curKey "reached" [_curKey]
BIS_fnc_kbTellLocal
missionNamespace "BIS_fnc_kbTellLocal_played" [_from,_to,_sentence,_channel]
Module Game Master (Zeus)
_curator "curatorGroupPlaced" [_group]
_curator "curatorObjectPlaced" [_object]
_curator "curatorUnitAssigned" [_curator,_player]
BIS_fnc_playVideo
missionNamespace "BIS_fnc_playVideo_started" [_video]
missionNamespace "BIS_fnc_playVideo_stopped" [_video]
BIS_fnc_addScriptedEventHandler
missionNamespace "ScriptedEventHandlerAdded" [_namespace, _name, _handlerID]
BIS_fnc_removeScriptedEventHandler
missionNamespace "ScriptedEventHandlerRemoved" [_namespace, _name, _handlerID]
BIS_fnc_removeAllScriptedEventHandlers
missionNamespace "ScriptedEventHandlerRemoved" [_namespace, _name, _handlerID]
BIS_fnc_respawnTickets
missionNamespace "respawnTicketsExhausted" [_target]
BIS_fnc_bleedTickets
missionNamespace "dominantSideChanged" [_dominantSide,_dominantSideOld,_sides]
BIS_fnc_arsenal
missionNamespace "arsenalOpened" [_display,_toggleSpace]
missionNamespace "arsenalClosed" [displayNull,uiNamespace getVariable ["BIS_fnc_arsenal_toggleSpace",false]]
BIS_fnc_garage
missionNamespace "garageOpened" [_display,_toggleSpace]
missionNamespace "garageClosed" [displayNull,uiNamespace getVariable ["BIS_fnc_arsenal_toggleSpace",false]]
BIS_fnc_initIntelObject
_object "intelObjectFound" [_object,_foundBy]
_curator "intelObjectFound" [_curator,_foundBy,_object]
BIS_fnc_EGSpectatorCamera
missionNamespace "EGSpectator_OnCameraModeChanged" [_newMode]
Module Vehicle Respawn
missionNamespace "respawn" [_newVeh,_veh]
Module Sector
_sector "ownerChanged" [_sector,_owner,_ownerOld]
Module Curator RemoteControl
_curator "curatorObjectRemoteControlled" [_curator,_player,_unit,_return]
Module Spawn AI: Sector Tactic
missionNamespace "bis_groundSupport_groupSpawned" ["bis_groundSupport_groupSpawned",_group,_side]
missionNamespace "bis_groundSupport_wiped" ["bis_groundSupport_wiped",_group]
missionNamespace "bis_groundSupport_inEnemySector" ["bis_groundSupport_inEnemySector",_group]
missionNamespace "bis_groundSupport_destinationReached" ["bis_groundSupport_destinationReached",_group]
missionNamespace "bis_groundSupport_groupTypeChanged" ["bis_groundSupport_groupTypeChanged",_group,_type,_currentType]
missionNamespace "bis_groundSupport_decimated" ["bis_groundSupport_decimated",_group]
missionNamespace "bis_groundSupport_farFromDestination" ["bis_groundSupport_farFromDestination",_group]
missionNamespace "bis_groundSupport_needTransport" ["bis_groundSupport_needTransport",_group]
missionNamespace "bis_groundSupport_joined" ["bis_groundSupport_joined",_group,_transportGroup]
missionNamespace "bis_groundSupport_closeToDestination" ["bis_groundSupport_closeToDestination",_group]
missionNamespace "bis_groundSupport_needEvac" ["bis_groundSupport_needEvac",_group]
missionNamespace "bis_groundSupport_needAmmo" ["bis_groundSupport_needAmmo",_group]
missionNamespace "bis_groundSupport_needSupport" ["bis_groundSupport_needSupport",_group,_reportedVehicle]
missionNamespace "bis_groundSupport_boarded" ["bis_groundSupport_boarded",_group,_transport]
missionNamespace "bis_groundSupport_transportStarted" ["bis_groundSupport_transportStarted",_group,_transport]
missionNamespace "bis_groundSupport_transportEnded" ["bis_groundSupport_transportEnded",_group,_transport]
missionNamespace "bis_groundSupport_transportAborted" ["bis_groundSupport_transportAborted",_group,_transport]
missionNamespace "bis_groundSupport_disembarked" ["bis_groundSupport_disembarked",_group,_transport]
Module End Game
missionNamespace "EndGame_OnStageChanged" [_stage,_side]
missionNamespace "EndGame_OnStartGameObjectiveCompleted" [_side]
missionNamespace "EndGame_OnObjectiveStateChanged" [_objective,_side,_newState]
missionNamespace "EndGame_OnObjectiveCompleted" [_objective]
missionNamespace "EndGame_OnObjectiveEnded" [_objective]
missionNamespace "EndGame_OnDownloadCompleted" [_side,_isUpload]
missionNamespace "EndGame_Ended" [_winnerSide,_looserSide,_isDraw]
missionNamespace "onUploadStateChanged" [_side] //can be nil
missionNamespace "onPickupInfoChanged" [BIS_hvt_pickupInfo]
EG Spectator Display
missionNamespace "RscDisplayEGSpectator_OnCursorObjectFocused" [_object]
missionNamespace "RscDisplayEGSpectator_OnCursorObjectUnfocused" [_object]
missionNamespace "RscDisplayEGSpectator_OnFocusChanged" [_newFocus]
missionNamespace "RscDisplayEGSpectator_OnUiVisibilityChanged" [_isVisible]
missionNamespace "RscDisplayEGSpectator_MapStateChanged" [_isMapVisible]
Respawn Display
missionNamespace "RscDisplayRespawnKeyDown" [_display,_keyCode,_shft,_ctr,_alt]
BIS_fnc_animateFlag
_flag "FlagAnimationDone" [_flag,_phaseEnd]
Module Trident
missionNamespace "BIS_fnc_moduleTrident_updated" [_sideA,_sideB,_areFriendly]
BIS_fnc_initInspectable
missionNamespace "objectInspected" [ _object, ( _texture, _text, _sound, _textureRatio ) ] (any data, shown as used by leaflet system)