====== EventHandlers ====== These are the ArmA eventhandlers (EH). ====== General MP Note ====== As opposed to OFP EHs, in ArmA a respawned unit still has the EHs it had before, so it is no longer required to re-add EHs after respawning. ====== Event Handler List ====== ====== AnimChanged ====== Trigerred everytime a new animation is started. Unknown MP behaviour. Probably local. Passed array: **[unit, anim]** * unit: [[:Object]] - Object the event handler is assigned to * anim: [[:String]] - Name of the anim that started ====== AnimDone ====== Trigerred everytime an animation is finished. Unknown MP behaviour. Probably local. Passed array: **[unit, anim]** * unit: [[:Object]] - Object the event handler is assigned to * anim: [[:String]] - Name of the anim that has been finished ====== Dammaged ====== Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP. Global. (If simultaneous damage occured (e.g. via grenade) EH might be triggered several times.) 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 * 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. _vehicle addEventHandler ["engine", {[_this select 0, isEngineOn (_this select 0)] exec "myScript.sqs"}]; 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). It does not trigger upon a change of positions within the same vehicle. It also is not triggered by the moveInX commands. 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. ====== Hit ====== Triggered when the unit is hit/damaged. Is ''not'' always triggered when unit is killed by a hit. Most of the time only the [[arma:missions:eventhandlers#Killed|killed]] event handler is triggered when a unit dies from a hit. The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased. 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 or when a vehicle is created on the fly using createVehicle. It is also triggered for a unit when that unit exits (disembarks) a vehicle. Global. Passed array: **[unit]** * unit: [[:Object]] - Object the event handler is assigned to ====== 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 Contains the unit itself in case of collisions. ====== LandedTouchDown ====== Triggered when a plane (AI or player) touches the ground. Probably local, needs testing. Passed array: **[plane, airportID]** * plane: [[:Object]] - Object the event handler is assigned to * airportID: [[:Number]] - ID of the airport (-1 for anything else). ====== LandedStopped ====== Triggered when an AI pilot would get out usually. Not executed for player. Probably local, needs testing. Passed array: **[plane, airportID]** * plane: [[:Object]] - Object the event handler is assigned to * airportID: [[:Number]] - ID of the airport (-1 for anything else).