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Found 5 results

  1. Due to incompatibility between some event handlers of the same type, one might need to remove the other event handlers. But there are times where you might need to reuse the old EHs. For example, let's say I want to create a "HandleDamage" EH which reduces the unit's damage, but I also have ACE running which interferes with this. So I'll have to remove the ACE's EH. However, if I were to use ACE again, it wouldn't work because its EH has been removed. Is it possible to somehow remove an event handler temporarily? As in removing the EH but saving its code for later use?
  2. Test Lab Workshop for ARMA III, ver. BETA 0001 (2019) This download is compatible with APEX game version 1.7 and higher Drive Link Download: Test Lab New Live readMe file This download includes mission editor files. When my mission folder began to overflow with script test scenarios and VR compositions, I decided to create a master workshop file to use in the future. I considered what features should be built in. Hopefully this tool will be helpful for you, too. INSTALLATION Install the folder 0_testLAB.VR to your ArmA 3 mission folder (usually in Documents). Examples included: Images: Video: THANKS to everybody at: Bohemia Forums Check out our Patreon page Ascina Illustration & Design Arma Public License No Derivatives (APL-ND)
  3. I probably being stupid again, and I suspect I have missed it already in the forums.. How do I test an object for the presence of an event handler? There seem to plenty of commands to add and remove them... I noticed @Larrow used !( isNil { _x getVariable "HitEH" } ) in a post recently.... Is that the same for all EHs? So reloaded would be "ReloadedEH"? I ask because I am transferring objects from servers to clients/HCs and I am not sure if they transfer with some or all of their respective EHs etc.... I am trying to test this but I would like to ask the community for a comprehensive answer before trying to test every single one.... Atmo
  4. Hey guys. I'm making a mod which creates a display every time the user presses a key. I also add some keyDown event handlers to this display. I was wondering whether or not I should add the keyDown event handler every time it's created? In other words, when a display is closed, are its added event handlers removed or not?
  5. Since the "Killed" EH does not provide the weapon/object which killed the unit, I was looking through the other possible EHs (Dammaged, HandleDamage, Hit, HitPart), only to find that each one of these is either fireing multiple times for each damaged/hit part or potentially NOT fireing at all. So, if I wanted to print a single line to the log, mentioning the killing weapon/object, which would be the most senseful (most efficient) way of doing that? Best wishes, Johnny
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