austin_medic 109 Posted June 13, 2015 Just curious as to what the name of the handler is, or if its even implemented as it isn't on the wiki. Was going to take a look at what it passes to see if it would be possible to manipulate it . Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted June 13, 2015 You mean something like: _rekt addEventHandler ["AnimStateChanged", { if (_this select 1 == "incapacitated") then {hint "you got rekt";playsound "Pfrrrrt"}]; If you mean the command incapacitatedState that's not been working for me last time I messed with it. Cheers Share this post Link to post Share on other sites
austin_medic 109 Posted June 13, 2015 You mean something like: _rekt addEventHandler ["AnimStateChanged", { if (_this select 1 == "incapacitated") then {hint "you got rekt";playsound "Pfrrrrt"}]; If you mean the command incapacitatedState that's not been working for me last time I messed with it. Cheers not really what I mean. from 1.46 update changelog: Added: Scripted event handlers for entering and exiting the incapacitated state I would've assumed they would be tied directly to the revive system (as that is what they are listed under) Share this post Link to post Share on other sites
Larrow 2822 Posted June 13, 2015 (edited) //Scripted event called on incapacitated [missionNamespace, "reviveIncapacitated", [_unit]] call BIS_fnc_callScriptedEventHandler Usage //Add code to be called on event [ missionNamespace, "reviveIncapacitated", { _unit = _this select 0; //Do Stuff } ] call BIS_fnc_addScriptedEventHandler; //Scripted event called on revived [missionNamespace, "reviveRevived", [_unit, _unit getVariable ["BIS_revive_helper", objNull]]] call BIS_fnc_callScriptedEventHandler Usage //Add code to be called on event [ missionNamespace, "reviveRevived", { _unit = _this select 0; _revivor = _this select 1; //Do Stuff } ] call BIS_fnc_addScriptedEventHandler; Other handy variables player getVariable ["BIS_revive_incapacitated", false ]; // Track whether the player is incapacitated player getVariable ["BIS_revive_helper", objNull ]; // Unit that is reviving the player player getVariable ["BIS_revive_forceRespawn", false ]; // Track whether player is forcing their respawn player getVariable ["BIS_revive_dying", false ]; // Track whether player is close to death Edited June 13, 2015 by Larrow 6 Share this post Link to post Share on other sites
austin_medic 109 Posted June 13, 2015 //Scripted event called on incapacitated [missionNamespace, "reviveIncapacitated", [_unit]] call BIS_fnc_callScriptedEventHandler Usage //Add code to be called on event [ missionNamespace, "reviveIncapacitated", { _unit = _this select 0; //Do Stuff } ] call BIS_fnc_addScriptedEventHandler; //Scripted event called on revived [missionNamespace, "reviveRevived", [_unit, _unit getVariable ["BIS_revive_helper", objNull]]] call BIS_fnc_callScriptedEventHandler Usage //Add code to be called on event [ missionNamespace, "reviveRevived", { _unit = _this select 0; _revivor = _this select 1; //Do Stuff } ] call BIS_fnc_addScriptedEventHandler; Other handy variables player getVariable ["BIS_revive_incapacitated", false ]; // Track whether the player is incapacitated player getVariable ["BIS_revive_helper", objNull ]; // Unit that is reviving the player player getVariable ["BIS_revive_forceRespawn", false ]; // Track whether player is forcing their respawn player getVariable ["BIS_revive_dying", false ]; // Track whether player is close to death Thanks, just what I was looking for. Share this post Link to post Share on other sites
jfrog 0 Posted July 6, 2016 I am sorry I have to ask, but i already searched and tried for hours: I would like to implement that if a player dies, that his side gets one respawn ticket. (Because with the BIS revive system getting incapacitated costs one respawn ticket) I figured the best/only option (I only learned by myself, maybe i am completly wrong) is to create an "OnPlayerKilled.sqf" which contains something like this, but i don't know how to put it: //Add code to be called on event[ missionNamespace, "reviveIncapacitated", { _unit = _this select 0; //Do Stuff} ] call BIS_fnc_addScriptedEventHandler; and merge it with [east, 1] call BIS_fnc_respawnTickets I fail with connecting these two, part of the problem that i not fully understand how the reviveincapacited work. If someone could help me it would be great. Tia jfrog Share this post Link to post Share on other sites