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Author Topic: A time for "addeventhandler" has come!?  (Read 525 times)

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Bart

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A time for "addeventhandler" has come!?
« on: 16 Oct 2004, 22:25:03 »
Ok guys, now that we know what kinds of "actions" we have in OFP, why won't we try to find "addeventhandler" codes and post 'em here?  :D

I do know 2 addeventhandler codes:

this addEventhandler ["KILLED", this exec "script.sqs"]
this addEventhandler ["FIRED", this globalchat "eat that!"]

let's try to find more?!  ;D

greetz


Offline Planck

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Re:A time for "addeventhandler" has come!?
« Reply #1 on: 16 Oct 2004, 22:42:08 »
All the available eventhandlers are listed in the Command Reference......these are:

Code: [Select]
"Killed" object : killer

"Hit" object : causedBy, scalar : howMuch

"Engine" bool : engineState
 
"GetIn" string : position (1), object : unit

"GetOut" string : position (1), object : unit

"Fired" string : weapon, string : muzzle, string mode, string : ammo

"IncomingMissile" string : ammo, object : whoFired

"Dammaged" string : selectionName, scalar : howMuch

"Gear" bool : gearState

"Fuel" bool : fuelState
   
"Init" No arguments.



Planck
I know a little about a lot, and a lot about a little.

Offline macguba

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Re:A time for "addeventhandler" has come!?
« Reply #2 on: 16 Oct 2004, 23:35:56 »
If you use the forum search function you will find many threads discussing how best to use them.    There was a good one on the troublesome "dammaged" EH the other week.
Plenty of reviewed ArmA missions for you to play

Offline Wadmann

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Re:A time for "addeventhandler" has come!?
« Reply #3 on: 18 Oct 2004, 18:42:40 »
Take a look on this page for Igor Drukov's "Event Handlers" tutorial. He gives some excellent examples on the use of EHs in OFP.

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