addEventHandler

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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 fires; executed in missionNamespace by default. Several Magic Variables are available:
  • Event Handler parameters are accessible via _this.
  • The Event Handler type is available as _thisEvent.
  • The Event Handler index is available as _thisEventHandler.
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", { params ["_unit", "_killer"]; systemChat format ["%1 has been killed by %2.", _unit, _killer]; }];

Additional Information

See also:
removeEventHandler removeAllEventHandlers Event Handlers addMPEventHandler addMissionEventHandler BIS_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!