addEventHandler: Difference between revisions

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| Adds an Event Handler to the given object. Event Handler parameters are accessiable via the <tt>_this</tt> inside the code.<br><br>
| Adds an Event Handler to the given object. Event Handler parameters are accessiable via the <tt>_this</tt> inside the code.
* Since Arma 3 v.1.63.137807 the Event Handler index is available as <tt>_thisEventHandler</tt> during Event Handler code execution.
* Since Arma 3 v.1.63.137807 the Event Handler index is available as <tt>_thisEventHandler</tt> during Event Handler code execution.
* You can add as many Event Handlers of any type as you like to every unit. Existing Event Handlers do not get overwritten.  
* You can add as many Event Handlers of any type as you like to every unit. Existing Event Handlers do not get overwritten.  
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|p2= '''type''': [[String]] - See [[:Category:Event Handlers|Event Handlers]] for the full list of available options. |PARAMETER2=
|p2= '''type''': [[String]] - See [[:Category:Event Handlers|Event Handlers]] for the full list of available options. |PARAMETER2=


|p3= '''code''': [[Code]] or [[String]] - Code that should be executed when the Event Handler is triggered, executed in [[missionNamespace]] by default. |PARAMETER3=
|p3= '''code''': [[Code]] or [[String]] - Code that should be executed when the Event Handler is triggered; executed in [[missionNamespace]] by default. |PARAMETER3=


| [[Number]] - The index of the added event handler. Indices start at 0 for each unit and increment with each added Event Handler. |RETRUNVALUE=
| [[Number]] - The index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler. |RETRUNVALUE=
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Revision as of 19:39, 5 January 2021

Hover & click on the images for description

Description

Description:
Adds an Event Handler to the given object. Event Handler parameters are accessiable via the _this inside the code.
  • Since Arma 3 v.1.63.137807 the Event Handler index is available as _thisEventHandler during Event Handler code execution.
  • You can add as many Event Handlers of any type as you like to every unit. Existing Event Handlers do not get overwritten.
  • Use removeEventHandler to remove an Event Handler.
  • Read Event Handlers for more information and a list of all available Event Handlers.
Multiplayer:
Some event handlers are persistent (i.e. they stay attached to the unit, even after it dies and respawns).
Groups:
Event Handlers

Syntax

Syntax:
object addEventHandler [type, code]
Parameters:
object: Object
type: String - See Event Handlers for the full list of available options.
code: Code or String - Code that should be executed when the Event Handler is triggered; executed in missionNamespace by default.
Return Value:
Number - The index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler.

Examples

Example 1:
_index = player addEventHandler ["Killed", {_this exec "playerKilled.sqs"}];
Example 2:
this addEventHandler ["Killed", "hint format ['Killed by %1', _this # 1];"];

Additional Information

See also:
removeEventHandlerremoveAllEventHandlersEvent HandlersaddMPEventHandleraddMissionEventHandlerBIS_fnc_addScriptedEventHandler

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Bottom Section

Posted on July 7, 2015 - 21:06 (UTC)
Killzone Kid
When using overridable EH, such as "InventoryOpened" and similar, where returning true allows to override default action, exitWith cannot be used to return value. So: if (whatever) exitWith {true}; false; Forget about it, will not work. Instead use: if (whatever) then {true} else {false}; 100% satisfaction guaranteed!