Event Handlers – Operation Flashpoint

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Revision as of 16:06, 15 December 2019

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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.

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Triggered every time a new animation is started.

Global.

Passed array: [unit, anim]

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

Dammaged

Triggered when the unit is damaged.

Global.

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

Note: Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).

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 on, 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.

Note: The GetIn/GetOut event handlers do not fire when changing positions within a vehicle.

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


Note: For crew and passenger units starting inside a vehicle this EH won't be executed. It will once they disembark

MP Note: When calling functions, the commands player and group as well as remote objects are not initialised.

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

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