![]() ("" for unknown, such as falling damage.) projectile: String - Classname of the projectile that caused inflicted the damage.source: Object - The source unit that caused the damage.damage: Number - Resulting level of damage for the selection."" for over-all structural damage, "?" for unknown selections. selectionName: String - Name of the selection where the unit was damaged.unit: Object - Object the event handler is assigned to.This EH is triggered separately for every selection of the damaged object. Locality: HandleDamage is triggered where the unit is local. You can setDamage and setHit in combination for additional damage handling. If you want default processing to be done, be sure to return _this select 2. Works with all vehicles.Ĭode provided must return a value what should be the damage of given part after processing.Īdding this eventhandler with no return value or with return value 0, replaces damage handling by the engine, making the object invulnerable if damage is not scripted in the eventhandler. unit: Object - Unit that leaved the vehicle.Triggered when a unit gets out from the object, works the same way as GetIn. unit: Object - Unit that entered the vehicle.position: String - Can be either "driver", "gunner", "commander" or "cargo".It also is not triggered by the moveInX commands. It does not trigger upon a change of positions within the same vehicle. Triggered when a unit enters the object (only useful when the event handler is assigned to a vehicle). gearState: Boolean - True when the gear is lowered, false when retracted.Triggered when the unit lowers/retracts the landing gear (only useful if the event handler is assigned to is a member of the class "Plane"). fuelState: Boolean - 0 when no fuel, 1 when the fuel tank is full.Triggered when the unit's fuel status changes between completely empty / not empty (only useful if the event handler is assigned to a vehicle). distance: Number - Distance in meters between the unit and firer (max.firer: Object - Object which fires a weapon near the unit.It is also triggered if the unit itself is firing.Įxception: the Throw weapon will not broadcast the FiredNear event. Triggered when a weapon is fired somewhere near the unit or vehicle. projectile: object - Object of the projectile that was shot.magazine: String - magazine name which was used.mode: String - Current mode of the fired weapon.For those cases an EH has to be attached to that particular vehicle.ī2 : This EH will not trigger if a unit fires out of a vehicle. engineState: Boolean - True when the engine is turned on, false when turned off.vehicle: Object - Vehicle the event handler is assigned to.Triggered when the engine of the unit is turned on/off. damage: Number - Resulting level of damage.via grenade) EH might be triggered several times.) In ArmA works with all vehicles not only men like in OFP. ![]() anim: String - Name of the anim that has been started.Unlike AnimChanged and AnimDone, it is triggered for all animation states in a sequence. Triggered every time an animation state changes. anim: String - Name of the anim that has been finished.Triggered every time an animation is finished. ![]()
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