addEventHandler: Difference between revisions

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| _index= object '''addEventHandler''' ["type", {code}] |=
| (index= ) object '''addEventHandler''' ["type", {code}] |=


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

Revision as of 08:21, 23 August 2007

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Description

Description:
Adds an event handler to a given unit. For more information about event handlers and their types check the scripting topic Event handlers in this reference. You may add as many event handlers of any type as you like to every unit, if you add an event handler of type "killed" and there already exists one, the old one doesn't get overwritten. Use removeEventHandler to delete event handlers. Every event will create an array named _this, which contains specific information about the particular event. (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer.)
Multiplayer:
Event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns).
Groups:
Uncategorised

Syntax

Syntax:
_index Integer - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler. (optional)
Parameters:
object: Object
type: String - Event Handler type
code: String - code that should be executed once the event occurs
Return Value:

Examples

Example 1:
EHkilled = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}]
Example 2:
this addEventHandler ["killed", {hint format["%1 killed by %2",_this select 0, _this select 1]}]

Additional Information

See also:
See also needed

Notes

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Notes

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