Arma 3 Scripting

Topic in Event Handlers

Arma 3: Event Handlers

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An Event Handler (abbreviated to EH) allows you to automatically monitor and then execute custom code upon particular events being triggered.

See also Event Scripts for special event triggered scripts.

Basic Event Handlers

The object-based Event Handler is always executed on the computer where it was added.

Commands:

AmmoExplodedNear (Arma 3 v2.22)

Triggers when ammo explodes in some damage range of the object. This EH triggers where the ammo is 'real', similar to HitPart.

this addEventHandler ["AmmoExplodedNear", {
    params ["_object", "_shot", "_position", "_velocity", "_ammo", "_explosive", "_indirectHit", "_invArmor", "_damage"];
}];

AnimChanged

Global Argument

Triggered every time a new animation is started. This EH is only triggered for the 1st animation state in a sequence.

this addEventHandler ["AnimChanged", {
    params ["_unit", "_anim"];
}];

AnimDone

Global Argument

Triggered every time an animation is finished. Triggered for all animation states in a sequence.

this addEventHandler ["AnimDone", {
    params ["_unit", "_anim"];
}];

AnimStateChanged

Global Argument

Triggered every time an animation state changes. Triggered for all animation states in a sequence.

this addEventHandler ["AnimStateChanged", {
    params ["_unit", "_anim"];
}];

Assembled (Arma 3 v2.18)

Local Argument

Triggers when weapon that is moved out of the world is assembled again. EH should be attached to the entity.

this addEventHandler ["Assembled", {
    params ["_entity", "_unit", "_primaryBag", "_secondaryBag"];
}];

Attached (Arma 3 v2.18)

Triggered after an object has been attached to another object (see attachTo).

this addEventHandler ["Attached", {
    params ["_attachedObj", "_parentObj", "_isReattach", "_offset", "_memoryPointIndex", "_followBoneRotation"];
}];

CargoLoaded (Arma 3 v2.06)

Global Argument

Triggered when a vehicle is loaded into another vehicle (ViV).

It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.

this addEventHandler ["CargoLoaded", {
    params ["_parentVehicle", "_cargoVehicle"];
}];

CargoUnloaded (Arma 3 v2.06)

Global Argument

Triggered when a vehicle is unloaded from another vehicle (ViV).

It can be added to either the transport vehicle, or the cargo vehicle, and will fire for both cases.

this addEventHandler ["CargoUnloaded", {
    params ["_parentVehicle", "_cargoVehicle"];
}];

ContainerClosed (Arma 3 v1.32)

Global Argument

Triggers when player finished accessing cargo container. This event handler is similar to InventoryClosed EH, but needs to be assigned to the container rather than the player.

Note: will trigger only for the unit opening container.

this addEventHandler ["ContainerClosed", {
    params ["_container", "_unit"];
}];

ContainerOpened (Arma 3 v1.32)

Global Argument

Triggers when cargo container is accessed by player. This event handler is similar to InventoryOpened EH, but needs to be assigned to the container rather than the player and cannot be overridden.

Note: will trigger only for the unit opening container.

this addEventHandler ["ContainerOpened", {
    params ["_container", "_unit"];
}];

ControlsShifted (Arma 3 v1.00)

Global ArgumentLocal Effect

Triggers when control of a vehicle is shifted (pilot->co-pilot, co-pilot->pilot), usually when user performs an action such as TakeVehicleControl, SuspendVehicleControl, UnlockVehicleControl, LockVehicleControl, or when enableCopilot command is used. This event handler will always fire on the PC where action is triggered as well as where the vehicle is local at the time. When control of the vehicle is shifted, the locality of the vehicle changes to the locality of the new controller. For example, if helicopter is local to the server and co-pilot takes controls, the helicopter changes locality to co-pilot PC. This means that if "ControlsShifted" EH was added on both server and client, "Take Controls" action will trigger EH on both, client and server PC, but subsequent co-pilot "Release Controls" action will trigger only on co-pilot's PC, because vehicle will be local to co-pilot at this point. There is also a slightly better mission version of ControlsShifted event handler.

this addEventHandler ["ControlsShifted", {
    params ["_vehicle", "_activeCoPilot", "_oldController"];
}];

Dammaged

Global Argument

Triggered when the unit is damaged. In ArmA works with all vehicles not only men like in OFP.

Notes:

this addEventHandler ["Dammaged", {
    params ["_unit", "_hitSelection", "_damage", "_hitPartIndex", "_hitPoint", "_shooter", "_projectile"];
}];

Deleted (Entity) (Arma 3 v1.68)

Global Argument

Triggered just before the assigned entity is deleted.

this addEventHandler ["Deleted", {
    params ["_entity"];
}];

Detached (Arma 3 v2.18)

Triggered after an object has been detached from its parent object (see detach). Does not fire if the parent object was deleted.

this addEventHandler ["Detached", {
    params ["_attachedObj", "_parentObj"];
}];

Disassembled (Arma 3 v2.00)

Local Argument

Triggers when entity such as weapon/backpack gets disassembled. EH should be attached to the entity.

this addEventHandler ["Disassembled", {
    params ["_entity", "_primaryBag", "_secondaryBag", "_unit"];
}];

Engine

Global Argument

Triggered when the engine of the unit is turned on/off.

Note

Although the event is global, on clients (non-server) and applied to remote vehicles, it will fire only if the vehicle is closer than about 6 km from the camera. Should the vehicle be far away, it will fire as soon as the camera and vehicle are close enough together, alongside the isEngineOn flag change.

this addEventHandler ["Engine", {
    params ["_vehicle", "_engineState"];
}];

EpeContact (Arma 3 v1.00)

Global Argument

Triggered when object collision (PhysX) is in progress.

this addEventHandler ["EpeContact", {
    params ["_object1", "_object2", "_selection1", "_selection2", "_force", "_reactVect", "_worldPos"];
}];

EpeContactEnd (Arma 3 v1.00)

Global Argument

Triggered when object collision (PhysX) ends.

this addEventHandler ["EpeContactEnd", {
    params ["_object1", "_object2", "_selection1", "_selection2", "_force"];
}];

EpeContactStart (Arma 3 v1.00)

Global Argument

Triggered when object collision (PhysX) starts.

this addEventHandler ["EpeContactStart", {
    params ["_object1", "_object2", "_selection1", "_selection2", "_force", "_reactForce", "_worldPos"];
}];

Explosion (Arma 3 v0.76)

Global Argument

Triggered when a vehicle or unit is damaged by a nearby explosion. It can be assigned to a remote unit or vehicle but will only fire on the PC where EH is added and explosion is local, i.e. it really needs to be added on every PC and JIP and will fire only where the explosion is originated.

this addEventHandler ["Explosion", {
    params ["_vehicle", "_damage", "_explosionSource"];
}];

Note

This event will fire even for tiniest of explosion damage (which appears as 0 damage argument), while #HitPart (Entity) could ignore such damage and not fire. Example of such event would be a tank firing AP round and hitting ground a meter away from the vehicle, it does not produce an explosion yet its indirectHit could still cause tiny amount of damage to weak hit points (car wheels, headlights, etc.). In such case you might not get any #HitPart (Entity) event fires, get some #HandleDamage events if target is local, and get this Explosion event.

Fired

Global Argument

Triggered when the unit fires a weapon.

This EH will not trigger if a unit fires out of a vehicle. For those cases an EH has to be attached to that particular vehicle. When "Manual Fire" is used, the gunner is objNull if gunner is not present or the gunner is not the one who fires. To check if "Manual Fire" is on, use isManualFire. The actual shot instigator could be retrieved with getShotParents command.

Warning

Special multiplayer behaviour: When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.

this addEventHandler ["Fired", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_gunner"];
}];

FiredMan (Arma 3 v1.66)

Global Argument

Triggered when the unit fires a weapon. This EH must be attached to a soldier and unlike with "Fired" EH, it will fire regardless of whether the soldier is on foot or firing vehicle weapon. For remoteControled unit use "Fired" EH instead.

Warning

Special multiplayer behaviour: When added to a remote unit or vehicle, this EH will only fire if said entity is within range of the camera. That range is determined by the fired ammo's highest visibleFire and audibleFire config value. In case of units, muzzle attachment coefficients are applied too.

this addEventHandler ["FiredMan", {
    params ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle"];
}];

FiredNear

Global Argument

Triggered when a weapon is fired somewhere near the unit or vehicle. It is also triggered if the unit itself is firing.

When "Manual Fire" is used, the gunner is objNull if gunner is not present or the gunner is not the one who fires. To check if "Manual Fire" is on, use isManualFire. The actual shot instigator can be retrieved with getShotParents command.

Arma 3 v1.30 Works with thrown weapons (using the "Throw" weapon) like grenades.

this addEventHandler ["FiredNear", {
    params ["_unit", "_firer", "_distance", "_weapon", "_muzzle", "_mode", "_ammo", "_gunner"];
}];

Fuel

Global Argument

Triggered when the vehicle's fuel status changes between non-empty and empty or between empty and non-empty.

this addEventHandler ["Fuel", {
    params ["_vehicle", "_hasFuel"];
}];

Gear

Global Argument

Triggered when the unit lowers/retracts the landing gear, whether it is a helicopter or a plane. Also triggered for helicopters in landing mode, regardless if they have retractable gear or not.

Note

Not to be confused with InventoryOpened and InventoryClosed events, Gear fires when the landing gear state on an aircraft has changed.

this addEventHandler ["Gear", {
    params ["_vehicle", "_gearState"];
}];

GestureChanged (Arma 3 v2.06)

Global Argument

Triggered every time a new gesture is played.

this addEventHandler ["GestureChanged", {
    params ["_unit", "_gesture"];
}];

GestureDone (Arma 3 v2.06)

Global Argument

Triggered every time a gesture is finished.

this addEventHandler ["GestureDone", {
    params ["_unit", "_gesture"];
}];

GetIn

Global Argument

Triggers when a unit enters the vehicle to which this EH has been added. This EH is triggered by moveInXXXX commands and "GetInXXXX" actions, but not upon a seat change within the same vehicle.

In vehicles with multi-turret setup, entering any turret will show "gunner" for position.

this addEventHandler ["GetIn", {
    params ["_vehicle", "_role", "_unit", "_turret"];
}];

GetInMan (Arma 3 v1.58)

Global Argument

Triggers when a unit enters a vehicle. Similar to "GetIn" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was local. This EH is triggered by moveInXXXX commands and "GetInXXXX" actions.

this addEventHandler ["GetInMan", {
    params ["_unit", "_role", "_vehicle", "_turret"];
}];

GetOut

Global Argument

Triggers when a unit gets out from the vehicle to which this EH has been added. This EH is triggered by moveOut, "GetOut" & "Eject" actions, if an alive crew member disconnects or is deleted, but not upon a seat change within the same vehicle.

this addEventHandler ["GetOut", {
    params ["_vehicle", "_role", "_unit", "_turret", "_isEject"];
}];

GetOutMan (Arma 3 v1.58)

Global Argument

Triggers when a unit exits a vehicle. Similar to "GetOut" but must be assigned to a unit and not vehicle. Persistent on respawn if assigned where unit was local. This EH is triggered by moveOut and "GetOut" & "Eject" actions.

this addEventHandler ["GetOutMan", {
    params ["_unit", "_role", "_vehicle", "_turret", "_isEject"];
}];

HandleDamage

Global Argument

Triggers when the unit is damaged and fires for each damaged selection separately Works with all vehicles. This EH can accept a remote unit as argument however it will only fire when the unit is local to the PC this event handler was added on. For example, you can add this event handler to one particular vehicle on every PC. When this vehicle gets hit, only EH on PC where the vehicle is currently local will fire.

If the provided code returns a numeric value, this value will overwrite the default damage of given selection after processing. If no value is returned, the default damage processing will be done - this allows for safe stacking of this event handler. Only the return value of the last added "HandleDamage" EH is considered.

Important

A return value of 0 will make the unit invulnerable if damage is not scripted in other ways (i.e using setDamage and/or setHit for additional damage handling). The return value is the hit zone's absolute damage value, not the damage to be added to it.

Notes:

Additional Celery's explanation (Updated by ShadowRanger for Arma 3).

this addEventHandler ["HandleDamage", {
    params ["_unit", "_selection", "_damage", "_source", "_projectile", "_hitPartIndex", "_instigator", "_hitPoint", "_directHit", "_context"];
}];

0 : TotalDamage - total damage adjusted before iteration through hitpoints

1 : HitPoint - some hit point processed during iteration

2 : LastHitPoint - the last hitpoint from iteration is processed

3 : FakeHeadHit - head hit that is added/adjusted

4 : TotalDamageBeforeBleeding - total damage is adjusted before calculating bleeding

Note

Between an unknown version (confirmed in Arma 3 v1.70) until v1.78 HandleDamage event triggered for every selection of a vehicle, no matter if the section was damaged or not.

HandleHeal

Global Argument

Triggered when unit starts healing process (player using heal action on self or other unit, scripted action or AI heals after being ordered or on its own). This event handler must be added to the 'injured' (could be added to Init field in editor) and in multiplayer will trigger only on PC where 'healer' is local. If code returns anything but true, engine side healing follows, otherwise healing is aborted.

Important

When AI unit is ordered (or acts at own accord) to heal at a medical vehicle and the event handler returns true, the healing is canceled but AI will try again and again and again. The event handler in this case will fire every second until AI unit is healed by other means.

NOTE: This Event Handler was broken before Arma 3 v2.18.

this addEventHandler ["HandleHeal", {
    _this spawn {
        params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"];
        private _damage = damage _injured;
        if (_injured == _healer) then
        {
            waitUntil { damage _injured != _damage };
            if (damage _injured < _damage) then
            {
                _injured setDamage 0;
            };
        };
    };
}];
this addEventHandler ["HandleHeal", {
    params ["_injured", "_healer", "_isMedic", "_atVehicle", "_action"];
}];

HandleIdentity

Global Argument

Triggered whenever an entity is created. Can be used in scripts if EH is added immediately after unit is created in unscheduled environment. Doesn't trigger for editor placed units. Does not work in Multiplayer. If EH scope returns true, the default engine identity application is overridden.

bob = group player createUnit [typeOf player, position player, [], 0, "NONE"];
bob addEventHandler ["HandleIdentity", {
    params ["_unit"];
    hint str _unit;
}];

HandleRating (Arma 3 v1.32)

Local Argument

Triggered when engine adds rating to overall rating of the unit, usually after a kill or a friendly kill. If EH code returns Number, this will override default engine behaviour and the resulting value added will be the one returned by EH code.

this addEventHandler ["HandleRating", {
    params ["_unit", "_rating"];
}];

HandleScore (Arma 3 v1.32)

Global ArgumentServer Execution

Triggered when engine adds score to overall score of the unit, usually after a kill. If the EH code returns Nothing or true, the default engine scoreboard update (score, vehicle kills, infantry kills, etc) is applied, if it returns false, the engine update is cancelled. To add or modify score, use addScore and addScoreSide commands. For remote units like players, the event does not persist after respawn, and must be re-added to the new unit.

Note: MP only.

this addEventHandler ["HandleScore", {
    params ["_unit", "_object", "_score"];
}];

Hit

Local Argument

Triggered when the unit is hit/damaged.

Is not always triggered when unit is killed by a hit.

Most of the time only the killed event handler is triggered when a unit dies from a hit.

The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased.

Does not fire when a unit is set to allowDamage false.

this addEventHandler ["Hit", {
    params ["_unit", "_source", "_damage", "_instigator"];
}];

HitPart (Entity)

Global Argument

Triggered when the object it was added to gets damaged. It returns the position and component that was hit on the object within a nested array, this is because the model may have more than one selection name for the hit component (i.e. a single piece of geometry can be simultaneously part of multiple, overlapping named selections).

While you can add "HitPart" handler to a remote unit, the respective addEventHandler command must be executed on the shooter's PC and will only fire on shooter's PC as well. The event will not fire if the shooter is not local, even if the target itself is local. Additionally, if the unit gets damaged by any means other than ammunition or explosions, such as fall damage and burning, "HitPart" will not fire. Because of this, this event handler is most suitable for when the shooter needs feedback on his shooting, such as target practicing or hitmarker creation.

This EH returns an array of arrays. Each sub-array contains data for the part that was hit as usually multiple parts are hit at the same time (see HitPart Sample). The structure of the sub-arrays is listed below.

this addEventHandler ["HitPart", {
    {
        _x params [
            "_target", "_shooter", "_projectile", "_position", "_velocity",
            "_selection", "_ammo", "_vector", "_radius", "_surfaceType",
            "_isDirect", "_instigator"
        ];
    } forEach _this;
}];

Note

See #HitPart (Projectile) for a similar event handler that is attached to the projectile instead of the entity.

Note

This event does not fire when miniscule explosive damage is dealt to the target entity, but the Explosion event will still fire.

IncomingMissile

Global Argument

Triggered when a unit fires a missile or rocket at the target. For projectiles fired by players this EH only triggers for guided missiles that have locked onto the target.

this addEventHandler ["IncomingMissile", {
    params ["_target", "_ammo", "_vehicle", "_instigator", "_missile"];
}];

Init (Entity)

Global Argument

Triggered whenever an entity is created. Cannot be used in scripts, only inside class Eventhandlers in config.

Important

It is recommended to use the #PostInit event handler instead of this one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.

e.g:

init = "params ['_entity'];";
params ["_entity"];

InventoryClosed (Arma 3 v1.22)

Global Argument

Triggered when the unit closes inventory. Said unit can be non-local when adding the EH, but must be local for the EH to trigger.

this addEventHandler ["InventoryClosed", {
    params ["_unit", "_container"];
}];
// Delete dropped items when inventory closed
player addEventHandler ["InventoryClosed", {
    params ["_unit", "_container"];
    if (_container isKindOf "WeaponHolder") then
    {
        deleteVehicle _container;
    };
}];

InventoryOpened (Arma 3 v1.22)

Global Argument

Triggered when unit opens inventory. Said unit can be non-local when adding the EH, but must be local for the EH to trigger. End EH main scope with true to override the opening of the inventory in case you wish to handle it yourself:

// Create and open an ammo box when "Inventory" button is pressed
player addEventHandler ["InventoryOpened", {
    player removeAllEventHandlers "InventoryOpened";
    _box = "Box_NATO_Ammo_F" createVehicle [0,0,0];
    _box setPosASL (player modelToWorldVisualWorld [0,1.5,0.5]);
    player action ["Gear", _box];
    true; // <-- inventory override
}];

To return all nearby containers use nearSupplies command.

this addEventHandler ["InventoryOpened", {
    params ["_unit", "_primaryContainer", "_secondaryContainer"];
}];

Killed

Local Argument

Triggered when the unit is killed.

this addEventHandler ["Killed", {
    params ["_unit", "_killer", "_instigator", "_useEffects", "_shot", "_real"];
}];

LandedStopped

Global Argument

Triggered when an AI pilot would get out usually. Not executed for player.

this addEventHandler ["LandedStopped", {
    params ["_plane", "_airportID", "_airportObject"];
}];

LandedTouchDown

Global Argument

Triggered when a plane (AI or player) touches the ground.

this addEventHandler ["LandedTouchDown", {
    params ["_plane", "_airportID", "_airportObject"];
}];

Landing (Arma 3 v1.70)

Global Argument

Triggered when an AI pilot (or auto-pilot) is preparing for landing. The exact moment of triggering coincides with lowering of the gear ("Gear" EH)

this addEventHandler ["Landing", {
    params ["_plane", "_airportID", "_isCarrier"];
}];

LandingCanceled (Arma 3 v1.70)

Global Argument

Triggered when AI pilot landing is cancelled (for example new order received to land elsewhere). The exact moment of triggering coincides with retracting of the gear ("Gear" EH).

Note: Does not trigger if player switches off auto-pilot. Canceled is spelled with one L

this addEventHandler ["LandingCanceled", {
    params ["_plane", "_airportID", "_isCarrier"];
}];

LaserTargetChanged (Arma 3 v2.22)

Triggered when the laser target changes.

this addEventHandler ["LaserTargetChanged", {
    params ["_unit", "_laserTarget", "_designatedTarget", "_turretPath"];
}];

LeaningChanged (Arma 3 v2.18)

Global Argument

Triggered when a soldier leaning factor is changed between -1 (extreme left), 0 (not leaning) and 1 (extreme right)

this addEventHandler ["LeaningChanged", {
    params ["_unit", "_newLeaning", "_oldLeaning"];
}];

Local (Entity)

Global Argument

Triggers when locality of object in MP is changed. The event handler only triggers on the computers that are directly involved in change of locality. So if EH is added to every computer on network, it will only trigger on 2 computers, on the computer that receives ownership of the object (new owner), in which case _this select 1 will be true, and on the computer from which ownership is transferred (old owner), in which case _this select 1 will be false.

this addEventHandler ["Local", {
    params ["_entity", "_isLocal"];
}];

MagazineReloading (Arma 3 v2.18)

Local Argument

Triggers when reloading starts.

this addEventHandler ["MagazineReloading", {
    params ["_unit", "_weapon", "_muzzle", "_magazine", "_magazineClass", "_ammoCount", "_magazineID", "_magazineCreator"];
}];

MagazineUnloaded (Arma 3 v2.18)

Local Argument

Triggers when a magazine is removed from a weapon manually or via script.

this addEventHandler ["MagazineUnloaded", {
    params ["_unit", "_weapon", "_muzzle", "_magazine", "_magazineClass", "_ammoCount", "_magazineID", "_magazineCreator"];
}];

OpticsModeChanged (Arma 3 v2.10)

Local Argument

Triggers everytime a local unit changes optic mode. This could be either through the setOpticsMode command or by the player switching to the next optic mode using e.g NUM / or Ctrl+RMB.

this addEventHandler ["OpticsModeChanged", {
    params ["_unit", "_opticsClass", "_newMode", "_oldMode", "_isADS"];
}];

OpticsSwitch (Arma 3 v2.10)

Local Argument

Triggers at the start of the camera transition from GUNNER to INTERNAL/EXTERNAL and vice-versa. So anytime the right mouse button is pressed and there is a GUNNER view available or are currently in it, this triggers. Works in vehicles and FFV as well. See also cameraView.

this addEventHandler ["OpticsSwitch", {
    params ["_unit", "_isADS"];
}];

PathCalculated (Arma 3 v1.94)

Local Argument

Triggers when a path has been calculated for the unit. Works for both agents and normal AI units.

Note that paths to far destinations are typically calculated in segments. When the unit completes a segment, a new path is calculated and this is continued until the unit reaches its destination.

this addEventHandler ["PathCalculated", {
    params ["_unit", "_path"];
}];

PeriscopeElevationChanged (Arma 3 v2.00)

Fires every frame during periscope elevation animation.

this addEventHandler ["PeriscopeElevationChanged", {
    params ["_vehicle", "_turret", "_elevation", "_direction", "_userIsBlocked"];
}];

PostInit (Arma 3 v2.06)

Global Argument

Triggered whenever an entity is created and initialized. Cannot be used in scripts, only inside class Eventhandlers in config.

Important

It is recommended to use this event handler instead of the #Init one when setting entity textures (setObjectTexture, BIS_fnc_initVehicle etc) to avoid networking issues.

e.g:

postInit = "params ['_entity'];";
postinit = "params ['_entity']; if (local _entity) then { [_entity, '', [], false] call BIS_fnc_initVehicle };";
params ["_entity"];

PostReset

Obsolete - triggers after PP effects have been reset by the engine.

Put (Arma 3 v0.56)

Global Argument

Triggers when a unit puts an item in a container.

Arma 3 v2.14 This event handler can be added to a container.

this addEventHandler ["Put", {
    params ["_unit", "_container", "_item"];
}];

Note

This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.

PylonChanged (Arma 3 v2.20)

Local Argument

Triggers when an aircraft's pylon changes magazine type:

vehicle player addEventHandler ["PylonChanged", {
    params ["_vehicle", "_pylonIndex", "_oldMagazine", "_newMagazine"];
}];

Important

This event generally triggers twice for a swap, first unload then load, e.g:

// [myVehicle, 1, "oldMagClass", ""]
// [myVehicle, 1, "", "newMagClass"]

Reloaded (Arma 3 v1.58)

Local Argument

Triggers once a weapon is reloaded with a new magazine. For more information, see Reloaded.

this addEventHandler ["Reloaded", {
    params ["_unit", "_weapon", "_muzzle", "_newMagazine", "_oldMagazine"];
}];

Respawn

Local Argument

Triggered when a unit respawns.

this addEventHandler ["Respawn", {
    params ["_unit", "_corpse"];
}];

RopeAttach (Arma 3 v1.34)

Triggered when a rope is attached to an object.

In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each attached rope.

this addEventHandler ["RopeAttach", {
    params ["_object1", "_rope", "_object2"];
}];

RopeBreak (Arma 3 v1.34)

Triggered when a rope is detached from an object.

In the case of sling loading, this event handler must be assigned to the helicopter and will trigger for each detached rope.

this addEventHandler ["RopeBreak", {
    params ["_object1", "_rope", "_object2"];
}];

SeatSwitched (Arma 3 v1.50)

Global Argument

Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole. This EH must be assigned to a vehicle.

this addEventHandler ["SeatSwitched", {
    params ["_vehicle", "_unit1", "_unit2"];
}];

SeatSwitchedMan (Arma 3 v1.58)

Global Argument

Triggered when unit changes seat within vehicle. EH returns both units switching seats. If switching seats with an empty seat, one of the returned units will be objNull. The new position can be obtained with assignedVehicleRole <unit>. This EH must be assigned to a unit and not a vehicle. This EH is persistent and will be transferred to the new unit after respawn, but only if it was assigned where unit was local.

this addEventHandler ["SeatSwitchedMan", {
    params ["_unit1", "_unit2", "_vehicle"];
}];

SelectedActionChanged

RTM helicopter user action event

this addEventHandler ["SelectedActionChanged", {
    params ["_caller", "_target", "_enumNumber", "_actionId"];
}];

Important

Limited or non-existent functionality.

SelectedActionPerformed

RTM helicopter user action event

this addEventHandler ["SelectedActionPerformed", {
    params ["_caller", "_target", "_enumNumber", "_actionId"];
}];

Important

Limited or non-existent functionality.

SelectedRotorLibActionChanged

RTM helicopter user action event

this addEventHandler ["SelectedRotorLibActionChanged", {
    params ["_caller", "_target", "_enumNumber", "_actionId"];
}];

Important

Limited or non-existent functionality.

SelectedRotorLibActionPerformed

RTM helicopter user action event

this addEventHandler ["SelectedRotorLibActionPerformed", {
    params ["_caller", "_target", "_enumNumber", "_actionId"];
}];

Important

Works only for key press combination RCtrl+W, which is the binding for helicopter wheels brakes. It fires with or without Advanced Flight Model enabled. The enum number returned is 4 and 5, probably because the enum is structured like this:

  • 0: HelicopterAutoTrimOn
  • 1: HelicopterAutoTrimOff
  • 2: HelicopterTrimOn
  • 3: HelicopterTrimOff
  • 4: WheelsBrakeOn
  • 5: WheelsBrakeOff

SlotItemChanged (Arma 3 v2.14)

Global Argument

Triggered when any of the following slots get assigned or unassigned: Items - Map, GPS, Radio, Watch, Compass, Helmet, Goggles, NVG; Weapon - Binoculars; Containers - Uniform, Vest, Backpack.

this addEventHandler ["SlotItemChanged", {
    params ["_unit", "_name", "_slot", "_assigned", "_weapon"];
}];

SoundPlayed (Arma 3 v0.56)

Local Argument

Triggered when player is making noises when injured or fatigued for example. The number param passed to the EH code points to the sound origin:

  1. Breath
  2. Breath Injured
  3. Breath Scuba
  4. Injured
  5. Pulsation
  6. Hit Scream
  7. Burning
  8. Drowning
  9. Drown
  10. Gasping
  11. Stabilizing
  12. Healing
  13. Healing With Medikit
  14. Recovered
  15. Breath Held
this addEventHandler ["SoundPlayed", {
    params ["_unit", "_soundID"];
}];

Note

Since Arma 3 v2.12 returning a Number from last added EH in range from 0 to 5 will alter the volume of played sound from mute to max volume.

Suppressed (Arma 3 v2.02)

Local Argument

Triggers when enemy projectile is passing by closer than defined suppression radius ammo value in config. Can be made to trigger for the same side if the side is set as enemy to itself (with setFriend). For more information see Arma 3: Suppression.

this addEventHandler ["Suppressed", {
    params ["_unit", "_distance", "_shooter", "_instigator", "_ammoObject", "_ammoClassName", "_ammoConfig"];
}];

Take (Arma 3 v0.56)

Global Argument

Triggers when a unit takes an item from a container.

Arma 3 v2.14 This event handler can be added to a container.

this addEventHandler ["Take", {
    params ["_unit", "_container", "_item"];
}];

Note

This EH could also trigger when unit replaces magazine in weapon with another magazine from unit containers (uniform, vest, backpack) during reload.

TaskSetAsCurrent (Arma 3 v1.32)

Triggers when player's current task changes

this addEventHandler ["TaskSetAsCurrent", {
    params ["_unit", "_task"];
}];

TurnIn (Arma 3 v1.66)

Triggers when member of crew in a vehicle uses Turn In action

this addEventHandler ["TurnIn", {
    params ["_vehicle", "_unit", "_turret"];
}];

TurnOut (Arma 3 v1.66)

Triggers when member of crew in a vehicle uses Turn Out action

this addEventHandler ["TurnOut", {
    params ["_vehicle", "_unit", "_turret"];
}];

VisionModeChanged (Arma 3 v2.08)

Triggers when the assigned vehicle/unit's vision mode has changed.

player addEventHandler ["VisionModeChanged", {
    params ["_person", "_visionMode", "_TIindex", "_visionModePrev", "_TIindexPrev", "_vehicle", "_turret"];
}];

WeaponAssembled

Global Argument

Triggers when a weapon gets assembled. EH must be attached to the unit and not the weapon.

this addEventHandler ["WeaponAssembled", {
    params ["_unit", "_weapon", "_primaryBag", "_secondaryBag"];
}];

WeaponChanged (Arma 3 v2.18)

Fires on weapon switch and firemode switch. Does not fire for player units inside vehicles (but does fire for vehicles with players in them).

The locality is unknown, but it is known that this EH behaves like currentWeapon, currentWeaponMode and currentMuzzle in terms of locality.

Arma 3 v2.22 Fires for "Throw" muzzle changes too.

this addEventHandler ["WeaponChanged", {
    params ["_object", "_oldWeapon", "_newWeapon", "_oldMode", "_newMode", "_oldMuzzle", "_newMuzzle", "_turretIndex"];
}];

WeaponDeployed (Arma 3 v1.44)

Global Argument

Triggers when the deployed state of a weapon or bipod changes.

Note: A weapon cannot be rested and deployed at the same time.

this addEventHandler ["WeaponDeployed", {
    params ["_unit", "_isDeployed"];
}];

WeaponDisassembled

Global Argument

Triggers when a weapon gets disassembled. EH must be attached to the unit and not the weapon.

Note: As of Arma 3 v1.32, this event does not fire if the weapon is not local.

this addEventHandler ["WeaponDisassembled", {
    params ["_unit", "_primaryBag", "_secondaryBag", "_weapon"];
}];

WeaponRested (Arma 3 v1.44)

Local Argument

Triggers when weapon rested state changes (weapon near a surface that can provide weapon support).

Note: A weapon cannot be rested and deployed at the same time.

this addEventHandler ["WeaponRested", {
    params ["_unit", "_isRested"];
}];

Multiplayer Event Handlers

Global object event handler, executed on every connected machine.

Commands:

Important

A Multiplayer Event Handler is not saved in a save file and therefore will not be restored on load - use it accordingly.

MPHit

Global ArgumentGlobal Effect

Triggered when the unit is hit/damaged. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH is clever enough to be triggered globally only once even if added on all clients or a single client that is then disconnected, EH will still trigger globally only once.

Is not always triggered when unit is killed by a hit. Most of the time only the killed event handler is triggered when a unit dies from a hit. The hit EH will not necessarily fire if only minor damage occurred (e.g. firing a bullet at a tank), even though the damage increased. Can also trigger several times for an explosion (direct and indirect damage). Does not fire when a unit is set to allowDamage false. However it will fire with "HandleDamage" EH added alongside stopping unit from taking damage (unit addEventHandler ["HandleDamage", { 0 }];. Will not trigger once the unit is dead.

Note: call a function from the MPHit EH code space rather than defining the full code in there directly. The reason is the code space will be transferred over network on each event activation - so keep the data as small as possible!

this addMPEventHandler ["MPHit", {
    params ["_unit", "_causedBy", "_damage", "_instigator"];
}];

MPKilled

Global ArgumentGlobal Effect

Triggered when the unit is killed. EH can be added on any machine and EH code will trigger globally on every connected client and server. This EH has a safeguard measure so that even if it's added on all clients or a single client that is then disconnected, EH will still trigger globally only once per client.

this addMPEventHandler ["MPKilled", {
    params ["_unit", "_killer", "_instigator", "_useEffects"];
}];

MPRespawn

Global ArgumentLocal Effect

Triggered when a unit, it is assigned to, respawns. This EH does not work as one would expect MP EH should work like. It is only triggered on one machine where the unit it was assigned to is local. The only difference between Respawn and MPRespawn is that MPRespawn can be assigned from anywhere while Respawn requires the unit to be local.

MPRespawn EH expects the EH code to return an array in Position format which will be used to place the respawned unit at the desired coordinates.

For example: player addMPEventHandler ["MPRespawn", { [1234, 1234, 0] }]; will place player at [1234,1234,0] immediately on respawn.

this addMPEventHandler ["MPRespawn", {
    params ["_unit", "_corpse"];
}];

Mission Event Handlers

Mission Event Handlers are specific EHs that are anchored to the running mission and automatically removed when mission is over.

Commands:

Note

See Arma 3: Mission Event Handlers.

Curator Event Handlers (Arma 3 v1.16)

Local ArgumentLocal Effect

Arma 3: Curator Event Handlers are also added with the addEventHandler command. They are executed only where the curator is local - on the machine that is in control of it.

Important

These Event Handlers must be added to the curator object/module, not the player!

Commands:

CuratorFeedbackMessage

Local Argument

Triggered when curator attempts invalid action in curator interface.

Each error has its own unique ID, recognized values are:

this addEventHandler ["CuratorFeedbackMessage", {
    params ["_curator", "_errorID"];
}];

CuratorGroupDoubleClicked

Local Argument

Triggered when a group is double-clicked on in curator interface.

this addEventHandler ["CuratorGroupDoubleClicked", {
    params ["_curator", "_group"];
}];

CuratorGroupPlaced

Local Argument

Triggered when new group is placed in curator interface.

this addEventHandler ["CuratorGroupPlaced", {
    params ["_curator", "_group"];
}];

CuratorGroupSelectionChanged

Local Argument

Triggered when a group is selected in curator interface.

this addEventHandler ["CuratorGroupSelectionChanged", {
    params ["_curator", "_group"];
}];

CuratorMarkerDeleted

Local Argument

Triggered when a marker is deleted in curator interface.

this addEventHandler ["CuratorMarkerDeleted", {
    params ["_curator", "_marker"];
}];

CuratorMarkerDoubleClicked

Local Argument

Triggered when a marker is double-clicked on in curator interface.

this addEventHandler ["CuratorMarkerDoubleClicked", {
    params ["_curator", "_marker"];
}];

CuratorMarkerEdited

Local Argument

Triggered when a marker is moved in curator interface.

this addEventHandler ["CuratorMarkerEdited", {
    params ["_curator", "_marker"];
}];

CuratorMarkerPlaced

Local Argument

Triggered when new marker is placed in curator interface.

this addEventHandler ["CuratorMarkerPlaced", {
    params ["_curator", "_marker"];
}];

CuratorMarkerSelectionChanged

Local Argument

Triggered when a marker is selected in curator interface.

this addEventHandler ["CuratorMarkerSelectionChanged", {
    params ["_curator", "_marker"];
}];

CuratorObjectDeleted

Local Argument

Triggered when an object is deleted in curator interface.

this addEventHandler ["CuratorObjectDeleted", {
    params ["_curator", "_entity"];
}];

CuratorObjectDoubleClicked

Local Argument

Triggered when an object is double-clicked on in curator interface.

this addEventHandler ["CuratorObjectDoubleClicked", {
    params ["_curator", "_entity"];
}];

CuratorObjectEdited

Local Argument

Triggered when an object is moved or rotated in curator interface.

this addEventHandler ["CuratorObjectEdited", {
    params ["_curator", "_entity"];
}];

CuratorObjectPlaced

Local Argument

Triggered when new object is placed in curator interface. This event handler will trigger individually for each unit in a placed group - excluding the crew in vehicles.

this addEventHandler ["CuratorObjectPlaced", {
    params ["_curator", "_entity"];
}];

CuratorObjectRegistered

Local Argument

Triggered when player enters curator interface. Assign curator cost to every object in the game. This is the primary method that a mission designer can use to limit the objects a curator can place.

Note

See Curator#Manual Assigning.

this addEventHandler ["CuratorObjectRegistered", {
    params ["_curator", "_input"];
}];

CuratorObjectSelectionChanged

Local Argument

Triggered when an object is selected in curator interface.

this addEventHandler ["CuratorObjectSelectionChanged", {
    params ["_curator", "_entity"];
}];

CuratorPinged

Local Argument

Triggered when a player pings his curator(s) by pressing the Zeus key.

this addEventHandler ["CuratorPinged", {
    params ["_curator", "_player"];
}];

CuratorSelectionPresetLoaded (Arma 3 v2.14)

Local Argument

Triggered when a selection preset is loaded using the respective number key or through script.

this addEventHandler ["CuratorSelectionPresetLoaded", {
    params ["_curator", "_numkey"];
}];

CuratorSelectionPresetSaved (Arma 3 v2.14)

Local Argument

Triggered when a selection preset is saved using the respective CTRL + number key or set through script.

this addEventHandler ["CuratorSelectionPresetSaved", {
    params ["_curator", "_numkey"];
}];

CuratorWaypointDeleted

Local Argument

Triggered when a waypoint is deleted in curator interface.

this addEventHandler ["CuratorWaypointDeleted", {
    params ["_curator", "_waypoint"];
}];

CuratorWaypointDoubleClicked

Local Argument

Triggered when a waypoint is double-clicked on in curator interface.

this addEventHandler ["CuratorWaypointDoubleClicked", {
    params ["_curator", "_waypoint"];
}];

CuratorWaypointEdited

Local Argument

Triggered when a waypoint is moved in curator interface.

this addEventHandler ["CuratorWaypointEdited", {
    params ["_curator", "_group", "_waypointID"];
}];

CuratorWaypointPlaced

Local Argument

Triggered when new waypoint is placed in curator interface.

this addEventHandler ["CuratorWaypointPlaced", {
    params ["_curator", "_group", "_waypointID"];
}];

CuratorWaypointSelectionChanged

Local Argument

Triggered when a waypoint is selected in curator interface.

this addEventHandler ["CuratorWaypointSelectionChanged", {
    params ["_curator", "_waypoint"];
}];

UserAction Event Handlers (Arma 3 v2.06)

UserAction Event Handlers are events that trigger on user action.

Commands:

Note

See Arma 3: Modded Keybinding.

Activate

addUserActionEventHandler ["KeyName", "Activate", {
    params ["_activated"];
}];

Deactivate

addUserActionEventHandler ["KeyName", "Deactivate", {
    params ["_activated"];
}];

Analog

addUserActionEventHandler ["KeyName", "Analog", {
    params ["_value"];
}];

Projectile Event Handlers (Arma 3 v2.10)

Commands:

Deleted (Projectile)

_projectile addEventHandler ["Deleted", {
    params ["_projectile"];
}];

Deflected

_projectile addEventHandler ["Deflected", {
    params ["_projectile", "_position", "_velocity", "_hitObject"];
}];

Explode

Local Argument

_projectile addEventHandler ["Explode", {
    params ["_projectile", "_position", "_velocity"];
}];

HitExplosion

_projectile addEventHandler ["HitExplosion", {
    params ["_projectile", "_hitEntity", "_projectileOwner", "_hitSelections", "_instigator"];
}];

HitPart (Projectile)

Triggered when the projectile hits any surface.

_projectile addEventHandler ["HitPart", {
    params ["_projectile", "_hitEntity", "_projectileOwner", "_pos", "_velocity", "_normal", "_components", "_radius" ,"_surfaceType", "_instigator"];
}];

Important

This event handler only triggers for direct hits and not splash damage, unlike #HitPart (Entity). For splash damage, use #HitExplosion.

Init (Projectile)

Triggered whenever a projectile is created. Cannot be used in scripts, only inside class Eventhandlers in config.

init = "params ['_projectile'];";
params ["_projectile"];

MineActivated (Arma 3 v2.14)

Local Argument Local Effect

_projectile addEventHandler ["MineActivated", {
    params ["_projectile", "_isActive"];
}];

Penetrated

This event fires as many times as the projectile penetrates a surface.

_projectile addEventHandler ["Penetrated", {
    params ["_projectile", "_hitObject", "_surfaceType", "_entryPoint", "_exitPoint", "_exitVector"];
}];

SubmunitionCreated

This event fires as many times as submunitions are created.

_projectile addEventHandler ["SubmunitionCreated", {
    params ["_projectile", "_submunitionProjectile", "_position", "_velocity"];
}];

Group Event Handlers (Arma 3 v2.10)

Commands:

CombatModeChanged

Triggers when the group's behaviour changes (see behaviour, setBehaviour)

_group addEventHandler ["CombatModeChanged", {
    params ["_group", "_newMode"];
}];

CommandChanged

_group addEventHandler ["CommandChanged", {
    params ["_group", "_newCommand"];
}];
"NO CMD" NoCommand
"WAIT" Wait
"ATTACK" Attack
"Suppress" Suppress
"HIDE" Hide
"MOVE" Move
"HOOK CARGO" HookCargo
"UNHOOK CARGO" UnhookCargo
"VIV GETIN" ViVGetIn
"VIV GETOUT" ViVGetOut
"VIV UNLOAD" ViVUnload
"HEAL" Heal
"REPAIR" Repair
"REFUEL" Refuel
"REARM" Rearm
"SUPPORT" Support
"JOIN" Join
"GET IN" GetIn
"FIRE" Fire
"GET OUT" GetOut
"STOP" Stop
"EXPECT" Expect
"ACTION" Action
"SCRIPTED" Scripted
"DISMISS" Dismiss
"HEAL SOLDIER" HealSoldier
"PATCH SOLDIER" PatchSoldier
"FIRST AID" FirstAid
"HEAL SELF" HealSoldierSelf
"ATTACK AND FIRE" AttackAndFire
"CARRY SOLDIER" CarrySoldier
"DROP CARRIED" DropCarried
"TAKE BAG" TakeBag
"ASSEMBLE" Assemble
"DISASSEMBLE" DisAssemble
"DROP BAG" DropBag
"OPEN BAG" OpenBag
"IRLASER ON" IRLaserOn
"IRLASER OFF" IRLaserOff
"GUN LIGHT ON" GunLightOn
"GUN LIGHT OFF" GunLightOff
"FIRE AT POSITION" FireAtPosition
"REPAIR VEHICLE" RepairVehicle
"OPEN PARA" OpenParachute
"KEEP DEPTH LEADER" KeepDepthLeader
"KEEP DEPTH UND SURF" KeepDepthUnderSurface
"KEEP DEPTH ABV SURF" KeepDepthAboveSurface
"KEEP DEPTH BOTTOM" KeepDepthBottom
"PUT IN" PutIn
"UNLOAD FROM" UnloadFrom
"USE CONTAINER MAGAZINE" UseContainerMagazine
"ACTIVATE MINE" ActivateMine
"DISABLE MINE" DisableMine

Deleted (Group)

_group addEventHandler ["Deleted", {
    params ["_group"];
}];

Empty

_group addEventHandler ["Empty", {
    params ["_group"];
}];

EnableAttackChanged

_group addEventHandler ["EnableAttackChanged", {
    params ["_group", "_attackEnabled"];
}];

EnemyDetected

_group addEventHandler ["EnemyDetected", {
    params ["_group", "_newTarget"];
}];

Fleeing

_group addEventHandler ["Fleeing", {
    params ["_group", "_fleeingNow"];
}];

FormationChanged

_group addEventHandler ["FormationChanged", {
    params ["_group", "_newFormation"];
}];

GroupIdChanged

_group addEventHandler ["GroupIdChanged", {
    params ["_group", "_newGroupId"];
}];

KnowsAboutChanged

_group addEventHandler ["KnowsAboutChanged", {
    params ["_group", "_targetUnit", "_newKnowsAbout", "_oldKnowsAbout"];
}];

LeaderChanged

_group addEventHandler ["LeaderChanged", {
    params ["_group", "_newLeader"];
}];

Local (Group)

_group addEventHandler ["Local", {
    params ["_group", "_isLocal"];
}];

SpeedModeChanged

_group addEventHandler ["SpeedModeChanged", {
    params ["_group", "_newSpeedMode"];
}];

UnitJoined

_group addEventHandler ["UnitJoined", {
    params ["_group", "_newUnit"];
}];

UnitKilled (Arma 3 v2.18)

Local Argument

Triggered when a unit in the group is killed.

_group addEventHandler ["UnitKilled", {
    params ["_group", "_unit", "_killer", "_instigator", "_useEffects"];
}];

UnitLeft

_group addEventHandler ["UnitLeft", {
    params ["_group", "_oldUnit"];
}];

VehicleAdded

_group addEventHandler ["VehicleAdded", {
    params ["_group", "_newVehicle"];
}];

VehicleRemoved

_group addEventHandler ["VehicleRemoved", {
    params ["_group", "_oldVehicle"];
}];

WaypointComplete

_group addEventHandler ["WaypointComplete", {
    params ["_group", "_waypointIndex"];
}];

Game UI Event Handlers

In Game UI Event Handlers trigger when user scrolls or activates in game action menu.

The following mission EHs are available in Arma 3:

Important

Only one event of each kind can exist, adding another will overwrite the existing one.

Commands:

Note

See Arma 3: Event Handlers/inGameUISetEventHandler.

Control/Display UI Event Handlers

Commands:

Note

See User Interface Event Handlers.

Music Event Handlers

Music event handler, always executed on the computer where it was added.

Note

Does not apply to interface-less machines (dedicated server, headless client).

Commands:

MusicStart (Arma 3 v0.50)

Triggers when CfgMusic sound starts playing, after being executed with playMusic command.

addMusicEventHandler ["MusicStart", {
    params ["_musicClassname", "_eventHandlerID", "_currentPosition", "_totalLength"];
}];

MusicStop (Arma 3 v0.50)

Triggers when CfgMusic sound finished playing, after being executed with playMusic command.

Arma 3 v2.14 playMusic "" triggers this event if a music is currently playing.

addMusicEventHandler ["MusicStop", {
    params ["_musicClassname", "_eventHandlerID", "_currentPosition", "_totalLength"];
}];

Eden Editor

Commands:

Note

See also:

Public Variable Broadcast Event

Commands:

Triggers when missionNamespace variable EH is associated with is sent over network via publicVariable, publicVariableServer or publicVariableClient commands.

Note

Unlike with other types of EHs, there is no way of removing added public variable event handler

Weapon Muzzle Config Events

There are six event handlers that can be set on weapon in config. Their parameters are the same as their entity EH equivalents.

class CfgWeapons
{
    class RifleCore;
    class TAG_Rifle : RifleCore
    {
        class EventHandlers
        {
            fired        = "systemChat format ['fired weapon EH output: %1 [time: %2]', _this, time]";
            reload        = "systemChat format ['reload weapon EH output: %1 [time: %2]', _this, time]";
            reloaded    = "systemChat format ['reloaded weapon EH output: %1 [time: %2]', _this, time]";
            magazineunloaded    = "systemChat format ['magazineunloaded weapon EH output: %1 [time: %2]', _this, time]";
            slotitemchanged    = "systemChat format ['slotitemchanged weapon EH output: %1 [time: %2]', _this, time]";
            weaponchanged    = "systemChat format ['weaponchanged weapon EH output: %1 [time: %2]', _this, time]";
        };
    };
};

Ammo Config Events

There are three event handlers that can be set on ammo in config:

class CfgAmmo
{
    class BulletCore;
    class TAG_Bullet : BulletCore
    {
        class EventHandlers
        {
            init    = "systemChat format ['init ammo EH output: %1 [time: %2]', _this, time]";
            fired    = "systemChat format ['fired ammo EH output: %1 [time: %2]', _this, time]";
            ammoHit    = "systemChat format ['ammoHit EH output: %1 [time: %2]', _this, time]";
        };
    };
};

BI Scripted Events

Commands:

Note

See also Arma 3: Scripted Event Handlers.

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