Difference between revisions of "Operation Flashpoint: Event Handlers"

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Global.
 
Global.
 +
 
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
 
(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
  
Passed array: [unit, selectionName, damage] <br>
+
Passed array: '''[unit, selectionName, damage]'''
* unit: [[Object]] - object the event handler is assigned to  <br>
+
 
* selectionName: [[String]] - name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body) <br>
+
* unit: [[Object]] - Object the event handler is assigned to  <br>
* damage: [[Number]] - caused level of damage  
+
* selectionName: [[String]] - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body) <br>
 +
* damage: [[Number]] - Resulting level of damage  
  
 
    
 
    
 
=== Engine ===  
 
=== Engine ===  
Triggered when the engine of the unit is turned on/off. Global. <br>
+
Triggered when the engine of the unit is turned on/off.
Has a bug in MP: on clients where the vehicle is not local, engineState is always false, so you should use...<code>'''_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]'''</code> instead.
+
 
 +
Global.
 +
 
 +
There is a bug in MP: On clients where the vehicle is not local, ''engineState'' is always false, so you should use the following instead.
 +
 
 +
'''_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]'''  
 +
 
 +
Passed array: '''[unit, engineState]'''
  
Passed array: [unit, engineState] <br>
+
* unit: [[Object]] - Object the event handler is assigned to <br>
* unit: [[Object]] - object the event handler is assigned to <br>
+
* engineState: [[Boolean]] - True when the engine is turned off, false when turned off  
* engineState: [[Boolean]] - true when the engine is turned off, false when turned off  
 
  
 
    
 
    
 
===Fired===  
 
===Fired===  
Triggered when the unit fires a weapon. Global.  
+
Triggered when the unit fires a weapon.
 +
 
 +
Global.  
  
Passed array: [unit, weapon, muzzle, mode, ammo] <br>
+
Passed array: '''[unit, weapon, muzzle, mode, ammo]'''
* unit: [[Object]] - object the event handler is assigned to <br>
+
 
* weapon: [[String]] - fired weapon <br>
+
* unit: [[Object]] - Object the event handler is assigned to <br>
* muzzle: [[String]] - muzzle of which was fired <br>
+
* weapon: [[String]] - Fired weapon <br>
* mode: [[String]] - current mode of the fired weapon<br>  
+
* muzzle: [[String]] - Muzzle which was used <br>
* ammo: [[String]] - fired ammo
+
* mode: [[String]] - Current mode of the fired weapon<br>  
 +
* ammo: [[String]] - Ammo used
  
 
    
 
    
 
===Fuel===  
 
===Fuel===  
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle). Global.  
+
Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle).
 +
 
 +
Global.  
 +
 
 +
Passed array: '''[unit, fuelState]'''
  
Passed array: [unit, fuelState] <br>
+
* unit: [[Object]] - Object the event handler is assigned to <br>
* unit: [[Object]] - object the event handler is assigned to <br>
 
 
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
 
* fuelState: [[Boolean]] - 0 when no fuel, 1 when the fuel tank is full
  
 
    
 
    
 
===Gear===  
 
===Gear===  
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is substitute of the class "Plane"). Global.  
+
Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").
 +
 
 +
Global.  
 +
 
 +
Passed array: '''[unit, gearState]'''
  
Passed array: [unit, gearState] <br>
+
* unit: [[Object]] - Object the event handler is assigned to <br>
* unit: [[Object]] - object the event handler is assigned to <br>
+
* gearState: [[Boolean]] - True when the gear is lowered, false when retracted
* gearState: [[Boolean]] - true when the gear is lowered, false when retracted
 
  
 
    
 
    
 
===GetIn===  
 
===GetIn===  
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle). Global.  
+
Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).
 +
 
 +
Global.  
  
Passed array: [unit, position, enterer] <br>
+
Passed array: '''[unit, position, enterer]'''
* unit: [[Object]] - object the event handler is assigned to <br>
+
 
* position: [[String]] - can be either "driver", "gunner", "commander" or "cargo" <br>
+
* unit: [[Object]] - Object the event handler is assigned to <br>
* enterer: [[Object]] - object that got into the vehicle
+
* position: [[String]] - Can be either "driver", "gunner", "commander" or "cargo" <br>
 +
* enterer: [[Object]] - Object that got into the vehicle
  
 
    
 
    
 
===GetOut===  
 
===GetOut===  
Triggered when a unit gets out from the object, works the same way as GetIn. Global.  
+
Triggered when a unit gets out from the object, works the same way as GetIn.
 +
 
 +
Global.  
  
 
    
 
    
 
===Hit===  
 
===Hit===  
Triggered when the unit is hit/damaged. Local.  
+
Triggered when the unit is hit/damaged.
 +
 
 +
Local.  
  
Passed array: [unit, causedBy, damage] <br>
+
Passed array: '''[unit, causedBy, damage]'''
* unit: [[Object]] - object the event handler is assigned to <br>
+
 
* causedBy: [[Object]] - object that caused the damage. Contains the unit itself in case of collisions. <br>
+
* unit: [[Object]] - Object the event handler is assigned to <br>
* damage: [[Number]] - level of damage caused by the hit  
+
* causedBy: [[Object]] - Object that caused the damage, contains the unit itself in case of collisions. <br>
 +
* damage: [[Number]] - Level of damage caused by the hit  
  
 
    
 
    
 
===Init===  
 
===Init===  
Triggered on mission start. Global.  
+
Triggered on mission start.
 +
 
 +
Global.  
 +
 
 +
Passed array: '''[unit]'''
  
Passed array: [unit] <br>
+
* unit: [[Object]] - Object the event handler is assigned to  
* unit: [[Object]] - object the event handler is assigned to  
 
  
 
    
 
    
 
===IncomingMissile===  
 
===IncomingMissile===  
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit. Global.  
+
Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.
 +
 
 +
Global.  
 +
 
 +
Passed array: '''[unit, ammo, whoFired]'''
 +
 
 +
* unit: [[Object]] - Object the event handler is assigned to <br>
 +
* ammo: [[String]] - Ammo type that was fired on the unit <br>
 +
* whoFired: [[Object]] - Object that fired the weapon
  
Passed array: [unit, ammo, whoFired] <br>
 
* unit: [[Object]] - object the event handler is assigned to <br>
 
* ammo: [[String]] - ammo type that was fired on the unit <br>
 
* whoFired: [[Object]] - object that fired the weapon
 
  
 
===Killed===  
 
===Killed===  
Triggered when the unit is killed. Local.  
+
Triggered when the unit is killed.
 +
 
 +
Local.  
 +
 
 +
Passed array: '''[unit, killer]'''
  
Passed array: [unit, killer] <br>
+
* unit: [[Object]] - Object the event handler is assigned to <br>
* unit: [[Object]] - object the event handler is assigned to <br>
+
* killer: [[Object]] - Object that killed the unit
* killer: [[Object]] - object that killed the unit
 

Revision as of 14:30, 23 July 2006

Dammaged

Triggered when the unit is damaged.

Global.

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

Passed array: [unit, selectionName, damage]

  • unit: Object - Object the event handler is assigned to
  • selectionName: String - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body)
  • damage: Number - Resulting level of damage


Engine

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

Global.

There is a bug in MP: On clients where the vehicle is not local, engineState is always false, so you should use the following instead.

_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"] 

Passed array: [unit, engineState]

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


Fired

Triggered when the unit fires a weapon.

Global.

Passed array: [unit, weapon, muzzle, mode, ammo]

  • unit: Object - Object the event handler is assigned to
  • weapon: String - Fired weapon
  • muzzle: String - Muzzle which was used
  • mode: String - Current mode of the fired weapon
  • ammo: String - Ammo used


Fuel

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

Global.

Passed array: [unit, fuelState]

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


Gear

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

Global.

Passed array: [unit, gearState]

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


GetIn

Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).

Global.

Passed array: [unit, position, enterer]

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


GetOut

Triggered when a unit gets out from the object, works the same way as GetIn.

Global.


Hit

Triggered when the unit is hit/damaged.

Local.

Passed array: [unit, causedBy, damage]

  • 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


Init

Triggered on mission start.

Global.

Passed array: [unit]

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


IncomingMissile

Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.

Global.

Passed array: [unit, ammo, whoFired]

  • 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


Killed

Triggered when the unit is killed.

Local.

Passed array: [unit, killer]

  • unit: Object - Object the event handler is assigned to
  • killer: Object - Object that killed the unit