====== EventHandlers ====== **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. _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). 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