addEventHandler: Difference between revisions

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m (Text replacement - "\[\[Category:Scripting Commands OFP 1.[4-9]{2}(\|(\{\{uc:\{\{PAGENAME\}\}\}\}|#|[A-Z]+))?\]\] " to "")
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{{RV|type=command
{{RV|type=command


| ofpr
|game1= ofp


|1.85
|version1= 1.85
 
|game2= ofpe
 
|version2= 1.00
 
|game3= arma1
 
|version3= 1.00
 
|game4= arma2
 
|version4= 1.00
 
|game5= arma2oa
 
|version5= 1.51
 
|game6= tkoh
 
|version6= 1.00
 
|game7= arma3
 
|version7= 0.50


|arg= global
|arg= global
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|gr1= Event Handlers
|gr1= Event Handlers


| Adds an Event Handler to the given object. Event Handler parameters are accessiable via the <tt>_this</tt> inside the code.
|descr= Adds an Event Handler to the given object.
* 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.  
* Use [[removeEventHandler]] to remove an Event Handler.
* Use [[removeEventHandler]] to remove an Event Handler.
Read [[:Category:Event Handlers|Event Handlers]] for more information and a list of all available Event Handlers.
Read [[:Category:Event Handlers|Event Handlers]] for more information and a list of all available Event Handlers.


| object [[addEventHandler]] [type, code]
|s1= object [[addEventHandler]] [type, code]


|p1= '''object''': [[Object]]
|p1= object: [[Object]]


|p2= '''type''': [[String]] - See [[:Category:Event Handlers|Event Handlers]] for the full list of available options.
|p2= type: [[String]] - See [[:Category:Event Handlers|Event Handlers]] for the full list of available options.


|p3= '''code''': [[Code]] or [[String]] - Code that should be executed when the Event Handler is triggered; executed in [[missionNamespace]] by default.
|p3= code: [[Code]] or [[String]] - Code that should be executed when the Event Handler is triggered; executed in [[missionNamespace]] by default.
* Event Handler parameters are accessible via the <tt>_this</tt> inside the code
* Since Arma 3 v.1.64 the Event Handler index is available as <tt>_thisEventHandler</tt> during Event Handler code execution


| [[Number]] - The index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler. |RETRUNVALUE=
|r1= [[Number]] - The index of the added Event Handler. Indices start at 0 for each unit and increment with each added Event Handler. |RETRUNVALUE=
   
   
|x1= <code>_index = [[player]] [[addEventHandler]] ["Killed", {_this [[exec]] "playerKilled.sqs"}];</code>
|x1= <code>_index = [[player]] [[addEventHandler]] ["Killed", {_this [[exec]] "playerKilled.sqs"}];</code>
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|seealso= [[removeEventHandler]], [[removeAllEventHandlers]], [[:Category:Event Handlers|Event Handlers]], [[addMPEventHandler]], [[addMissionEventHandler]], [[BIS_fnc_addScriptedEventHandler]]
|seealso= [[removeEventHandler]], [[removeAllEventHandlers]], [[:Category:Event Handlers|Event Handlers]], [[addMPEventHandler]], [[addMissionEventHandler]], [[BIS_fnc_addScriptedEventHandler]]
}}
}}
{{GameCategory|arma1|Scripting Commands}}
{{GameCategory|arma2|Scripting Commands}}
{{GameCategory|arma3|Scripting Commands}}
{{GameCategory|tkoh|Scripting Commands}}


<!-- CONTINUE Notes -->
<!-- CONTINUE Notes -->

Revision as of 10:54, 27 March 2021

Hover & click on the images for description

Description

Description:
Adds an Event Handler to the given object.
  • 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.
  • Event Handler parameters are accessible via the _this inside the code
  • Since Arma 3 v.1.64 the Event Handler index is available as _thisEventHandler during Event Handler code execution
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
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!