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Custom Events System
Custom events offer a way to manage your own events in a similar way to public variable events. However, the key thing is that they are easier to use and also manage events on a local level as well as remotely.
Custom events are never handled on JIP (Unless you are using CBA_fnc_globalEventJIP
). That is, all events broadcast before a player joins are not handled, since they would be out-of-date.
For state-changes, which you would want synced on JIP, use the standard publicVariable
and addPublicVariableEventHandler
commands instead.
- CBA_fnc_addEventHandler: Add a handler for a specific event type.
- CBA_fnc_removeEventHandler: Remove a handler for a specific event type.
private _id = ["tag_testEvent", {systemChat str _this}] call CBA_fnc_addEventHandler;
- CBA_fnc_localEvent: Raise an event which will be handled on only the local machine.
["tag_testEvent", "test message local"] call CBA_fnc_localEvent;
- CBA_fnc_serverEvent: Raise an event which will be handled on only the server machine. The event will be executed in singleplayer mode.
["tag_testEvent", "test message server"] call CBA_fnc_serverEvent;
- CBA_fnc_globalEvent: Raise an event which will be handled on all machines, including the local one.
["tag_testEvent", "test message global"] call CBA_fnc_globalEvent;
- CBA_fnc_globalEventJIP: Raise an event which will be handled on all machines, including the local one. The event will also be executed on a client that joins in progress. The function returns an ID-string that can be used to overwrite the generated JIP-stack.
["tag_testEvent", "test message global (JIP)"] call CBA_fnc_globalEventJIP;
- CBA_fnc_removeGlobalEventJIP: Removes a globalEventJIP ID. Optionally will wait until an object is deleted.
private _jipId = ["tag_testEvent", "test message global (JIP)"] call CBA_fnc_globalEventJIP;
[_jipId] call CBA_fnc_removeGlobalEventJIP;
[_jipId, _object] call CBA_fnc_removeGlobalEventJIP; // remove from JIP stack once _object is deleted
- CBA_fnc_remoteEvent: Raise an event which will be handled on every other machine except the local one. The event will never be executed in singleplayer mode.
["tag_testEvent", "test message remote"] call CBA_fnc_remoteEvent;
- CBA_fnc_targetEvent: Raise an event which will be handled on all machines where at least one provided "target" is local. The targets can be objects and/or groups. The event will only be executed once per function call, even if multiple local targets are provided.
["tag_testEvent", "test message target 1", cursorObject] call CBA_fnc_targetEvent;
["tag_testEvent", "test message target 2", [player, cursorObject]] call CBA_fnc_targetEvent;
- CBA_fnc_turretEvent: Raise an event which will be handled on the machine where the provided turret on the provided vehicle is local.
["tag_testEvent", "test message turret", cursorObject, [0]] call CBA_fnc_turretEvent;
Only the following data types can be passed as arguments: <BOOLEAN>, <NUMBER>, <STRING>, <OBJECT>, <GROUP>, <TEAM_MEMBER>, <CODE> or <ARRAY>s consisting of any combination of these.
Ensure that you use OFPEC tags in the naming of events, such as "MYTAG_barrelsExploded" if your tag was "MYTAG". This will prevent receipt of unexpected events from other users of the custom events system.
CBA has a number of events that it routinely raises and any script can add a handler and deal with them.
["CBA_loadingScreenDone", {
systemChat "Loading Screen Done.";
}] call CBA_fnc_addEventHandler;
["CBA_layoutEditorSaved", {
systemChat "Layout Editor Saved.";
}] call CBA_fnc_addEventHandler;
["CBA_beforeSettingsInitialized", {
diag_log text "Before Settings Initialized.";
}] call CBA_fnc_addEventHandler;
["CBA_SettingsInitialized", {
diag_log text "Settings Initialized.";
}] call CBA_fnc_addEventHandler;
["CBA_SettingChanged", {
params ["_setting", "_value"];
systemChat format ["Setting %1 has now value %2.", _setting, _value];
}] call CBA_fnc_addEventHandler;
["CBA_attachmentSwitched", {
params ["_unit", "_oldItem", "_newItem", "_currentWeaponType"];
systemChat "Attachment Switched by script.";
}] call CBA_fnc_addEventHandler;
sideChat
is a command that only has an effect on clients, so rather than check whether we are on a client in the handler, it is best to only add handlers on client machines:
if (hasInterface) then {
["mySideChat", { (_this select 0) sideChat (_this select 1) }] call CBA_fnc_addEventHandler;
};
Later, we want everyone to see a sideChat
message:
["mySideChat", [player, "Hello, nerds!"]] call CBA_fnc_globalEvent;
There is no requirement to pass parameters with the event. If no parameters are passed, then the receiving handler will not be passed _this
.
Since we only want to create the vehicle on the server, it makes sense to only add a handler on the server:
if (isServer) then {
["mySummonUAZ", { "uaz" createVehicle (getMarkerPos "base") }] call CBA_fnc_addEventHandler;
};
Later, the player wants to create a UAZ (perhaps via an action) and runs:
["mySummonUAZ"] call CBA_fnc_globalEvent;
By broadcasting a global, rather than remote event, CBA guarantees that the server handles it, even if we are running as the MP host.
Using CBA's addEventhandler
, globalEvent
, localEvent
, remoteEvent
, serverEvent
and targetEvent
could be used to send localised messages to particular clients in the form of a service bus. This would assist in controlling communications between core and modules, and module to module comms.