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Operation Arrowhead Patch 1.62

Operation Arrowhead Patch 1.62

Das aktuelle Käfer Reduktions Pflaster für Operation Arrowhead, mit besonderem Hinweis auf die ebenfalls erhältlichen Beta Builds, welche meist bereits weiter fortgeschritten sind.

ArmA2 Beta Patches

ArmA2 Beta Patches

Bohemia Interactive bietet allen interessierten Usern die Möglichkeit, sich aktuelle Beta Builds für ArmA2 herunterzuladen. Die Updates installieren sich seperat zur "Vollversion" - ArmA2 kann also weiterhin mit oder ohne den neuesten Beta-Patch gestartet werden. Selbes gilt auch für Operation Arrowhead.

ArmA2: Operation Arrowhead für 22,41€ inkl. Versand vorbestellen! …ein Teil des Geldes geht an uns und hilft dabei im Netz zu halten.

Extended eventhandlers (xeh) 1.7

This addon allows a virtually infinite amount of event handlers to be used
together from different addons. The event handlers are executed for the matching
class and all inheriting classes. The event handler init line also contains the
extended event handler class to look for, so you can have a custom inheritance
for custom units.

Normally event handlers can only be added in configs, and trying to add a new
event handler caused all previous event handlers to be overwritten. This addon
allows that limitation to be overcome. This is mostly useful for having addons
that can add different functionality, for example in OFP addons that had their
own event handlers wouldn't inherit default event handlers, such as a custom
unit with EHs being used with ECP or FFUR wouldn't have the ECP or FFUR effects.

This adds support for using extended event handlers for all Arma event types.

Extended fired event handler:
This allows a virtually infinite amount of fired event handlers to be used
together from different addons.

The extended fired event handler has several different parts:

- First the extended init EH is run for all units to add together and compile all of the inherited fired event handlers and use setVariable to attach those to the unit.
- The extended fired event handler is added to the base class called Extended_EventHandlers so that all of the CfgVehicles class EventHandlers inherit it. When a unit fires and sets off the event handler the shot is immediately captured in the same game state cycle. Then the compiled extended fired events are called by using getVariable to retrieve them from the unit.
- The fired event handler init line contains the extended event handler class to look for, so you can have a custom inheritance for custom units. The event
handlers are executed for the matching class and all inheriting classes.
- It allows more fired events to be used together, for example a script that makes shots affected by wind and a tracer script could be used together.

Extract the pbo(s) in your Arma/addons folder or as we always recommend use a modfolder.
If you do not know how to use mod folders have a loom in our FAQ.

Included files:

There are two example Extended Init addons included to demonstrate how to assign new event handlers and the event handler inheritance. The example pbos should not be installed except for testing.

There is an example addon included to demonstrate how to assign new fired eventhandlers and the event handler inheritance. The example also has a quickly called function that is able to capture information on the shot in the same game state cycle before the shot is updated and moves away from it's starting position and changes it's status. The example pbo should not be installed except for testing.

The addon "SightAdjustment_AutoInit.pbo" is an addon that makes gmJamez'
"GMJ_SightAdjustment" addon compatible with XEH.

New in 1.3: The example addon "SLX_Advanced_Init_Example" shows how to create
an XEH init EH that will only be used on units that are of the class SoldierWB, ie the West "Rifleman". Units that inherit from "SoldierWB", eg the Grenadier, won't run the init EH.

One can do the same thing for the other XEH event types. For example, to add a
"GetIn" event handler that works only on the the vehicle XYZ_BRDM2, but not on the XYZ_BRDM2_ATGM variant you would do something like this:
class Extended_GetIn_Eventhandlers
class XYZ_BRDM2
class XYZ_BRDM2_GetIn
scope = 0;
getin = "[] exec ""\xyz_brdm2\getin.sqf""";

class Vehicles
class XYZ_BRDM2: BRDM2

Note to addonmakers:
Note to addon makers: Before XEH 1.1, you had to make sure to add a ";" at the
end of your extended init line to separate it from other extended inits. This
is no longer necessary - the Extended Init EH will separate them automatically, so ending without one won't cause a problem

Change log:
XEH Change log
Fixed: Removed XEH from class Static, which stops ArmA from crashing to desktop
when resuming saved games.

Fixed: The "exclude" property will apply to the specified class(es) and all
subclasses thereof.

Added: Composite ("inner") XEH classes can have an extra property, "exclude"
which is either a string or an array of strings with the class name(s)
of vehicles that should *not* get a particular XEH event handler.

Added: "Static" class vehicles can now have XEH event handlers.
Added: A respawn monitor that restores non-init XEH event handlers after the player respawns. Many thanks to Sickboy, LoyalGuard and ViperMaul for the initial research and suggestions!

- Added: The ability to use "nested" XEH classes with a "scope" feature
to limit certain event handlers to objects of specific classes.

- Fixed: SightAdjustment_AutoInit.
- Fixed: Extended Dammaged EventHandler

- Fixed: XEH can now handle extended event handlers that are missing a trailing semicolon.
- Fixed: the example addons now require the Extended_Eventhandlers addon instead of the two older ones. Also, the debug sideChats are now guaranteed to be seen when previewing a mission with the example addons loaded.
- Fixed: XEH init EH:s are now actually being called on units inside vehicles.

- Initial Release
- Combined Extended Init, Fired, and Other event handlers. Thanks to Killswitch for combining them and adding the other extended event handlers!
Added signature and bikey.

Init EH Change log:
- Fixed signature files, bikey, and .pbos.

- Fixed signature files and added bikey.

- Added signature file.
- Fixed a bug that caused crashes on some missions. Thanks to LCD344!
- Changed ExecVM to Call Compile. Thanks to UNN!

- Fixed people in vehicles having no inits.
- Included SightAdjustment example "bridge" addon that allows the GMJ_SightAdjustment addon to be used with other extended init event handler addons.

- Initial Release

Fired EH Change log
- Initial release
Autor: Solus & Killswitch
Datum: 17.06.08 um 19:22 Uhr
Dateiformat: *.zip
Dateigröße: 22 kB

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