Event Handlers – Arma 3 Talk

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-- I wouldn't put any definite numbers if I were you. It needs to be tested not only with units and as far as I remember for vehicles you can get EH triggered for damages < 0.5. I personally think copy paste from "Hit" EH where it explains sensitivity  would be sufficient.
-- I wouldn't put any definite numbers if I were you. It needs to be tested not only with units and as far as I remember for vehicles you can get EH triggered for damages < 0.5. I personally think copy paste from "Hit" EH where it explains sensitivity  would be sufficient.


::I'm not seeing ''Dammage EH'' triggering for less than 0.5 on Pawnees, Hunters and others, but sure, without confirmation (it'll be in the code somewhere), figures are tough to justify. I agree; a copy-paste of the note in ''Hit EH'' would be a start (I noticed that after my last comment here). At least it gives a clue to expect less than obvious behaviour.
::I'm not seeing ''Dammage EH'' triggering for less than 0.5 on Pawnees, Hunters and others, but sure, without confirmation (it'll be in the code somewhere), figures are tough to justify. I agree; a copy-paste of the note in ''Hit EH'' would be a start (I noticed that after my last comment here). At least it gives a clue to expect less than obvious behaviour. [[User:Fred Gandt|Fred Gandt]] ([[User talk:Fred Gandt|talk]]) 13:42, 4 March 2014 (CET)
::*Speaking of which...
<pre>v addEventHandler ["HandleDamage", {
    _v = _this select 0;
    if (alive _v) then {
        _s = _this select 1;
        if (_s == "") then {
            _s = "vehicle";
        };
        if (_s == "?") then {
            _s = "thingummybob";
        };
        hintSilent format ["Total damage: %1\nHit damage: %2\nSection: The %3", damage _v, _this select 2, _s];
        if (damage _v > 0) then {
            _v setDamage 0;
        };
    } else {
        hintSilent "Something else that doesn't matter out of context.";
    };
}];</pre>
::Assuming ''v'' is a vehicle like a Pawnee in perfect condition, and assuming it just got hit by a 6.5mm round, wouldn't we expect a hint reading something like
<pre>Total damage: 0.000947657
Hit damage: 0.284657
Section: The tail rotor</pre>
::And then find that all the damage has been repaired?
::Well we don't!
<pre>if (damage _v > 0) then {
    _v setDamage 0;
};</pre>
::does it's job exactly as we should expect, but <pre style="display:inline;margin:0px;padding:3px 3px 2px 5px;">hintSilent format ["Total damage: %1\nHit damage: %2\nSection: The %3", damage _v, _this select 2, _s];</pre> produces something like
<pre>Total damage: 0
Hit damage: 0.284657
Section: The tail rotor</pre>
::The hit damage, section and <pre style="display:inline;margin:0px;padding:3px 3px 2px 5px;">_v setDamage 0;</pre> are all as they should be, but somehow the value for <pre style="display:inline;margin:0px;padding:3px 3px 2px 5px;">damage _v</pre> in the hint is zero - even when the <pre style="display:inline;margin:0px;padding:3px 3px 2px 5px;">if (damage _v > 0)</pre> returns true!
::I've tried a dozen different methods (this one is the simplest for demonstration), and none avoid the issue. Even <pre style="display:inline;margin:0px;padding:3px 3px 2px 5px;">_foo = damage _v</pre> and using _foo in the hint, or <pre style="display:inline;margin:0px;padding:3px 3px 2px 5px;">_v setVariable ["foo", damage _v, true]</pre> and getting the value for the hint don't work.
::I even tried spawning scripts, calling functions, waiting until, sleeping, and using two EHs, but nothing.


::Very strange behaviour. [[User:Fred Gandt|Fred Gandt]] ([[User talk:Fred Gandt|talk]]) 13:42, 4 March 2014 (CET)
== Curator handler locality ==
:::Although I'm getting to the bottom of it... [[User:Fred Gandt|Fred Gandt]] ([[User talk:Fred Gandt|talk]]) 08:08, 5 March 2014 (CET)
 
''"Curator Event Handlers are also added with addEventHandler command and are supposed to be added to curator object (not player object) and where curator object is local and will be executed only where curator is local (i.e., on computer of player who's in control of it)."''
 
Assuming there can be more than one possible curator (user not object and perhaps not simultaneously), and a handler is added during the curation by ''Player 1'', will the EH be local to ''Player 2'' if they take over the curator role?
 
;Also, I suggest this grammatical structure and wording
 
:''"Curator Event Handlers are also added with the addEventHandler command, are supposed to be added to the curator object (not the player object), where the curator object is local, and will be executed only where the curator is local (''i.e.'' on the computer of the player who's in control of it)."''
 
Although I'm not sure yet if ''curator'' should be ''"a curator"'' or ''"the curator"''. I assume there can be only one (object), even if there are multiple possible users of it?&nbsp;--&nbsp;[[User:Fred Gandt|Fred Gandt]]&nbsp;<span style="font-size:80%;vertical-align:3px;line-height:0px;">([[User talk:Fred Gandt|talk]]/[[Special:Contributions/Fred Gandt|contribs]])</span> 13:23, 22 April 2014 (CEST)

Revision as of 13:23, 22 April 2014

Dammaged

Appears to only trigger if the damage is greater than 0.5

Repro:

  • Add to player init

player addEventHandler ["Dammaged", { hint format ["Damage: %1", _this select 2]; }];

  • Set elevation to 5 metres.
  • Preview.
  • Exit.
  • Set elevation to 4.5 meters.
  • Preview.

You may need to fiddle with those figures a bit, but it's a quick and dirty method to test.

Observe: Only damage above 0.5 is hinted.

Am I wrong, or should this be noted in the documentation?

Fred Gandt (talk) 06:54, 3 March 2014 (CET)

-- Yes, Dammaged EH is less sensitive than HandleDamage, not sure if there is a defined threshold.

So we should add a note to the documentation? I'm pretty sure a threshold of 0.5 exists, but that obviously needs testing of verification from bistudio to justify an absolute statement. I'd consider any verifiable fact that affects returns to be important to note, even if the fact is imprecise. A note to the effect that "Dammage will not necessarily trigger for < 0.5 damage", would at least save some folk the trouble I had trying to figure out WTF was going on. Fred Gandt (talk) 04:30, 4 March 2014 (CET)

-- I wouldn't put any definite numbers if I were you. It needs to be tested not only with units and as far as I remember for vehicles you can get EH triggered for damages < 0.5. I personally think copy paste from "Hit" EH where it explains sensitivity would be sufficient.

I'm not seeing Dammage EH triggering for less than 0.5 on Pawnees, Hunters and others, but sure, without confirmation (it'll be in the code somewhere), figures are tough to justify. I agree; a copy-paste of the note in Hit EH would be a start (I noticed that after my last comment here). At least it gives a clue to expect less than obvious behaviour. Fred Gandt (talk) 13:42, 4 March 2014 (CET)

Curator handler locality

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

Assuming there can be more than one possible curator (user not object and perhaps not simultaneously), and a handler is added during the curation by Player 1, will the EH be local to Player 2 if they take over the curator role?

Also, I suggest this grammatical structure and wording
"Curator Event Handlers are also added with the addEventHandler command, are supposed to be added to the curator object (not the player object), where the curator object is local, and will be executed only where the curator is local (i.e. on the computer of the player who's in control of it)."

Although I'm not sure yet if curator should be "a curator" or "the curator". I assume there can be only one (object), even if there are multiple possible users of it? -- Fred Gandt (talk/contribs) 13:23, 22 April 2014 (CEST)