Bullz_eye_on_my_back 0 Posted May 4, 2003 Well, I kind of thought the addevent handlers saved a lot of scripting space and effieciency..plus you wouldn't have to use precious CPU power by having scripts check a certain thing every few seconds.... I know triggers can help in this too, but can be limited. I just thought it might be a good idea to come up with some more possible ones that BIS could concider implementing Just post up what you think could help Share this post Link to post Share on other sites
Bullz_eye_on_my_back 0 Posted May 4, 2003 Just a few i can think of off hand would be for detecting someone/vehicle over land or sea... Also, I would like to have the ability to pass variables through it too Share this post Link to post Share on other sites
AXE 0 Posted May 4, 2003 actually I think ofp has very very good eventhandlers, but they just need some tweeking. For example: Gear : only executes when gear animation is done, should     be when the user selects gear up/ down Fired : needs to be able to return the actual projectile that     was fired so scripts can getpos missiles, also could be     used if OFP2 can have animated ammo Engine: If you are in a car that flips over, the engine actually      turns on and off many times really fast, so if you use      it to make an engine startup sound and the car flips      over, it makes a terrible noise! new eventhandlers that are needed reload : plays when the unit reloads its weapon (soldier or      vehicle) flaps  : So we can have nicely animated flaps for our larger      planes. height : I find that many plane mod scripts rely on height      so an event handler would save a bunch of getpos      stuff speed : same as above but more useful Anyways those are my ideas I'm really looking forward to OFP2!!! Share this post Link to post Share on other sites
uiox 0 Posted May 5, 2003 Getin & getout for AI (actually only for vehicle), very useful for manage addaction. Respawn : you reinstall easily the events Game events, Sunset, sunrise, rain, etc... Mission/game event : Briefing, debreifing, start, end Events with parameters : player addEventHandler ["Speed", > 50 ,{_this exec "exploseTruck.sqs"}], player addEventHandler ["height",==150,{_this exec "EjectSquad.sqs"}], player addEventHandler ["time",>=3600{_this exec "TimeOut.sqs"}], player addEventHandler ["Tick", 100, reset to 0,{_this exec "DisplayScore.sqs"}] Share this post Link to post Share on other sites
Bullz_eye_on_my_back 0 Posted May 13, 2003 how about ...add event for collisions and for event in arming specific weapons Share this post Link to post Share on other sites
Eda Mrcoch 0 Posted May 14, 2003 Would like to see handlers for: turn in/out light on/off switching weapons and putting them on back getting crouch/prone and maybe for default actions like "salute" or "sit down" Share this post Link to post Share on other sites
bn880 5 Posted May 14, 2003 PS: You can pass variables to event handlers, as far as I know. Or at least constants, which can be dereferenced. Share this post Link to post Share on other sites
Bullz_eye_on_my_back 0 Posted May 14, 2003 how about addevent handlers for user made animations?? Share this post Link to post Share on other sites
uiox 0 Posted May 23, 2003 nearobject event when it changes Share this post Link to post Share on other sites
Bullz_eye_on_my_back 0 Posted May 31, 2003 how about "getin" event handlers that are specific to the position one is getting into.. getinpilot getincommander getingunner....etc. Share this post Link to post Share on other sites
Baron Hurlothrumbo IIX 0 Posted May 31, 2003 I'd like either a new event handler or a modification of the hit handler to show where someone is hit. (I want to make a mod where only head/ torso shots or prolonged bleeding can kill, but limb shots disable) Share this post Link to post Share on other sites
--LKK.Burnix-- 0 Posted May 31, 2003 I know, how to build in a headshot script into a mission: HEADSHOT Init of soldier: this AddEventHandler [ "dammaged", { _this exec "hit.sqs" } ]; Create an hit.sqs with this: _hit = _This Select 1 ? _hit == "hlava" : goto "hs" exit #hs PlaySound "hs" hint " H E A D S H O T" this AddEventHandler [ "dammaged", { _this exec "hit.sqs" } ] exit And here is an Headshot sound: http://burnix.piranho.com/hs.ogg Share this post Link to post Share on other sites
Guest Posted June 1, 2003 Eventhandlers with an option to be either global or local (executed on all clients or just on the local client). Adding EH's to weapon and ammunition classes. Custom EH's that can be triggered through custom anims.. Share this post Link to post Share on other sites
dinger 1 Posted June 8, 2003 EHs for: Collision (returning: [subject, object]) Simulation Termination (returning: [subject, _pos, _vel] ) Share this post Link to post Share on other sites
Hudson 0 Posted July 6, 2003 How about a "Target" event, I would like to add lock-on tones to different missile/gun systems. Share this post Link to post Share on other sites