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  Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on

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开始使用于

游戏:
Operation Flashpoint: Resistance
版本:
1.85

描述

描述:
Adds an event handler to a given unit. For more information about event handlers and their types check the scripting topic Event handlers in this reference. You may add as many event handlers of any type as you like to every unit. For instance, if you add an event handler of type "killed" and one already exists, the old one doesn't get overwritten. Use removeEventHandler to delete event handlers.

Every event will create an array named _this, which contains specific information about the particular event. (e.g. the "killed" EH will return an array with 2 elements: the killed unit, and the killer.)

基本句法

句法:
object addEventHandler [type, command]
参数:
object: Object

[type, command]: Array

type: String - Event Handler type

command: Code or String - code that should be executed once the event occurs, by default executed in missionNamespace
返回值:
Number - The index of the currently added event handler is returned. Indices start at 0 for each unit and increment with each added event handler.

范例

范例1:
_EHkilledIdx = player addEventHandler ["killed", {_this exec "playerKilled.sqs"}]

范例2:
this addEventHandler ["killed", "hint format ['Killed by %1',_this select 1]"]

额外资讯

多人游戏:
Some event handlers are persistent (i.e. they stay attached to a unit, even after it dies and respawns).

Arguments of this scripting command have to be local to the client the command is executed on "Killed" and "Hit" eventhandlers are executed where given unit is local.

也可以看看:

EventHandlers listaddMPEventHandlerremoveEventHandlerremoveAllEventHandlers

注意事项

此处撰写句法皆为可行用法. 可到官网[1]专页回报错误. 你可以使用讨论页面或是论坛来进行讨论.
新增注意事项 | 如何新增?

Notes

Bottom Section

Posted on July 7, 2015 - 21:06 (UTC)
Killzone Kid
When using overridable EH, such as "InventoryOpened" and similar, where returning true allows to override default action, exitWith cannot be used to return value. So: if (whatever) exitWith {true}; false; Forget about it, will not work. Instead use: if (whatever) then {true} else {false}; 100% satisfaction guaranteed!

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