.kju 3245 Posted February 9, 2009 Cheers. Very useful indeed! Share this post Link to post Share on other sites
lee_h._oswald 0 Posted February 9, 2009 Thanks! MfG Lee Share this post Link to post Share on other sites
Stavanger 0 Posted February 10, 2009 Mirror updated by ePrison.de Extended Event Handlers (XEH) v1.92 by Solus&Killswitch Regards, Stavanger Share this post Link to post Share on other sites
killswitch 19 Posted February 16, 2009 A new Extended Eventhandlers is ready - version 1.93: Extended_Eventhandlers193.zip This one is the same as the one in the A.C.E. mod 1.03 patch and fixes the problem with "InitPost" event handlers not being executed on vehicles that are created after the mission starts. (See Create plane with script - all weapons show) Changelog excerpt: Quote[/b] ]XEH Change log============ 1.93 (Feb 16, 2009) Fixed: empty vehicles created after the mission started did not get their     InitPost handlers called... Share this post Link to post Share on other sites
oldbear 390 Posted February 16, 2009 New on front page at Armed Assault.info Link to mirror : XEH Extended EventHandlers (v 1.93) Share this post Link to post Share on other sites
Guest Posted February 16, 2009 Latest version frontpaged at the Armaholic.com homepage. The Armaholic.com download page can be found here: http://www.armaholic.com/page.php?id=2605 Share this post Link to post Share on other sites
Stavanger 0 Posted February 16, 2009 Mirror updated by ePrison.de Extended Event Handlers (XEH) v1.93 by Solus&Killswitch Regards, Stavanger Share this post Link to post Share on other sites
messiahua 0 Posted April 16, 2009 (edited) Can anyone explain me how to override previously defined event handler? For example I have: class Extended_InitPost_EventHandlers { class Tank { TANK_INIT = "code"; }; }; And I want to completely override this code in another addon. Is there a way to do it properly? Edited April 16, 2009 by MessiahUA Share this post Link to post Share on other sites
hamis 0 Posted April 16, 2009 (edited) I think this will do: requiredAddons[] = { "CATracked","Extended_EventHandlers" }; TANK_INIT ="_this exec ""\Extended_EventHandlers\init.sqf"";"; Edited April 16, 2009 by hamis Share this post Link to post Share on other sites
messiahua 0 Posted April 16, 2009 So I guess, that if I want to add my code, I need to add it after this exec? TANK_INIT ="_this exec '\Extended_EventHandlers\init.sqf'; mycode..."; Am I right? Share this post Link to post Share on other sites
hamis 0 Posted April 16, 2009 Well,i'm not expert in scripts but i hope this helps.It is from ch m1a1 replacement config,and there is nothing about xeh except required addons: class CH_M1A1_Replacement { Units[] = {"M1Abrams"}; weapons[] = {}; requiredVersion = 1.14; requiredAddons[] = {"CAData","CACharacters","CAWeapons","CASounds","CATracked","Extended_EventHandlers"}; }; }; class Extended_Init_EventHandlers { class M1Abrams { init = "CH_Stuff = [_this select 0, ""random""] execVM ""\ch_m1a1_replacement_cfg\scripts\m1a1\stuff.sqf"";CH_Panc = [_this select 0, ""unhide"", ""unhide"", ""hide""] execVM ""\ch_m1a1_replacement_cfg\scripts\m1a1\panc.sqf"";"; textures = "CH_Textures = [_this select 0, ""NATO""] execVM ""\ch_m1a1_replacement_cfg\scripts\m1a1\textures.sqf"";"; markings = "CH_Markings = [_this select 0, ""random"", ""random"", ""random"", ""random"", ""empty"", ""empty"", ""00"", ""00""] execVM ""\ch_m1a1_replacement_cfg\scripts\m1a1\markings.sqf"";"; }; }; class Extended_Fired_EventHandlers { class M1Abrams { fired = "if (_this select 1 == ""M256"") then {CH_Recoil = [_this select 0] execVM ""\ch_m1a1_replacement_cfg\scripts\maingunrecoil.sqf""};"; }; }; Share this post Link to post Share on other sites
messiahua 0 Posted April 17, 2009 This example is just a plain use of XEH. It just adds events handlers and that's it. Share this post Link to post Share on other sites
killswitch 19 Posted April 17, 2009 Can anyone explain me how to override previously defined event handler?For example I have: class Extended_InitPost_EventHandlers { class Tank { TANK_INIT = "code"; }; }; And I want to completely override this code in another addon. Is there a way to do it properly? If the above config snippet is found in "MyAddonA", you can override it with the following in MyAddonB: class CfgPatches { class MyAddonB { // The usual bits as units[], weapons[], requiredVersion should be here requiredAddons[]={"Extended_EventHandlers", "MyAddonA"}; }; } class Extended_InitPost_EventHandlers { class Tank { TANK_INIT="newcode"; // Same name (TANK_INIT) as in MyAddonA }; }; Share this post Link to post Share on other sites
messiahua 0 Posted April 17, 2009 Ok, thanks for answer, i'll give it a try once more, but AFAIR it didn't work for me before (it executed two eventhandlers). Share this post Link to post Share on other sites
nukey 10 Posted March 19, 2010 Can someone please help me remove or move triggers that i have set up in RTE, I've put them down in the wrong place and seem unable to do anything about it. sorry to ask a newbie question... Share this post Link to post Share on other sites