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EventHandler's or EH's.
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]
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]
Triggered when the unit fires a weapon.
Global.
Passed array: [unit, weapon, muzzle, mode, ammo]
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]
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]
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]
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.
Triggered when the unit is hit/damaged.
Local.
Passed array: [unit, causedBy, damage]
Triggered on mission start.
Global.
Passed array: [unit]
MP Note: When calling functions, the commands player and group as well as remote objects are not initialised.
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]
Triggered when the unit is killed.
Local.
Passed array: [unit, killer]