Custom Events System

What are custom events?

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.

Full details of the syntax for these functions can be found in the functions library documentation.

Custom events are never handled on JIP. That is, all events broadcast before a player joins are not handled, since they would be out-of-date.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.

Naming custom events

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.

Using CBA's default events

CBA has a number of events that it routinely raises and any script can add a handler and deal with them.

Examples

MP sideChat

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:
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if (not isDedicated) then
{
    ["mySideChat", { (_this select 0) sideChat (_this select 1) }] call CBA_fnc_addEventHandler;
};
Later, we want everyone to see a sideChat message:
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["mySideChat", [player, "Hello, noobs!"]] call CBA_fnc_globalEvent;

Running code without passing parameters

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:
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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:
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["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.