Hmmm...
That certainly solves that aspect of my problem, thanks.
Thinking back to pervious versions of ofp, the limiting factor in scripting anyway has always been the number of funcs that Ofp supplied.
Back in 1.46, adding custom effects like napalm etc to ammo (e.g. a rocket) was tricky because there were no EH's, and the nearestobject function only took one arguement (position). Shogun's napalm script for e.g. worked by waiting until a LAW soldier's ammo decreased by 1, then telepoting him to position [0,0,0], running the nearestobject function on the position he just occupied, then teleporting him back to his original pos.
9 times out of 10 it worked OK, but every so often failed to pick up the LAW and set fire to the player instead.
With the event, aha, of eventhandlers, and the nearestobject syntax being changed to [object/postion,"type"], adding custom effects to ammo became easier and more reliable.
OK, thats a bit off topic. I guess what trying to say is, how to get BIS to release a whole bunch more functions, or allow more access to game code?