User Tools

Site Tools


ofp:missions:eventhandlers

Differences

This shows you the differences between two versions of the page.


Previous revision
ofp:missions:eventhandlers [2024/07/31 13:13] (current) – links added. snakeman
Line 1: Line 1:
 +====== OFP EventHandlers ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=43|OFP Forum]], [[:ofp|OFP Home]], [[ofp:file_formats|OFP File Formats]], [[ofp:tools|OFP Tools]], [[ofp:missions|OFP Missions]], [[ofp:modeling|OFP 3D Modeling]], [[ofp:terrain|OFP Terrain]]
 +
 +**Operation Flashpoint (OFP)** aka ArmA: Cold War Assault (CWA)
 +
 +**EventHandler**'s or EH's.
 +
 +====== Dammaged ======
 +
 +Triggered when the unit is damaged.
 +
 +Global.
 +
 +(If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.)
 +
 +**Note:** Can be triggered on vehicles only when the engine is on (and therefore it needs a driver/pilot).
 +
 +Passed array: **[unit, selectionName, damage]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * selectionName: String - Name of the selection where the unit was damaged "nohy" - leg, "ruce" - hand, "hlava" - head, "telo" - body)
 +  * damage: Number - Resulting level of damage
 +
 +====== Engine ======
 +
 +Triggered when the engine of the unit is turned on/off.
 +
 +Global.
 +
 +There is a bug in MP: On clients where the vehicle is not local, //engineState// is always false, so you should use the following instead.
 +
 +<code>
 +_vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}"]
 +</code>
 +
 +Passed array: **[unit, engineState]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * engineState: Boolean - True when the engine is turned on, false when turned off
 +
 +====== Fired ======
 +
 +Triggered when the unit fires a weapon.
 +
 +Global.
 +
 +Passed array: **[unit, weapon, muzzle, mode, ammo]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * weapon: String - Fired weapon
 +  * muzzle: String - Muzzle which was used
 +  * mode: String - Current mode of the fired weapon
 +  * ammo: String - Ammo used
 +
 +====== Fuel ======
 +
 +Triggered when the unit's fuel status changes between completely empty / not empty (only useful when the object the event handler is assigned to is a vehicle).
 +
 +Global.
 +
 +Passed array: **[unit, fuelState]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * fuelState: Boolean - 0 when no fuel, 1 when the fuel tank is full
 +
 +====== Gear ======
 +
 +Triggered when the unit lowers/retracts the landing gear (only useful when the object the event handler is assigned to is a member of the class "Plane").
 +
 +Global.
 +
 +Passed array: **[unit, gearState]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * gearState: Boolean - True when the gear is lowered, false when retracted
 +
 +====== GetIn ======
 +
 +Triggered when a unit enters the object (only useful when the object the event handler is assigned to is a vehicle).
 +
 +Global.
 +
 +Passed array: **[unit, position, enterer]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * position: String - Can be either "driver", "gunner", "commander" or "cargo"
 +  * enterer: Object - Object that got into the vehicle
 +
 +====== GetOut ======
 +
 +Triggered when a unit gets out from the object, works the same way as GetIn.
 +
 +Global.
 +
 +**Note**: The GetIn/GetOut event handlers do not fire when changing positions within a vehicle.
 +
 +====== Hit ======
 +
 +Triggered when the unit is hit/damaged.
 +
 +Local.
 +
 +Passed array: **[unit, causedBy, damage]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * causedBy: Object - Object that caused the damage, contains the unit itself in case of collisions.
 +  * damage: Number - Level of damage caused by the hit
 +
 +====== Init ======
 +Triggered on mission start.
 +
 +Global.
 +
 +Passed array: **[unit]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +
 +**MP Note**: When calling functions, the commands player and group as well as remote objects are not initialised.
 +
 +====== IncomingMissile ======
 +
 +Triggered when a guided missile or an unguided missile which most likely will hit is fired on the unit.
 +
 +Global.
 +
 +Passed array: **[unit, ammo, whoFired]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * ammo: String - Ammo type that was fired on the unit
 +  * whoFired: Object - Object that fired the weapon
 +
 +====== Killed ======
 +
 +Triggered when the unit is killed.
 +
 +Local.
 +
 +Passed array: **[unit, killer]**
 +
 +  * unit: Object - Object the event handler is assigned to
 +  * killer: Object - Object that killed the unit