Event Handlers – Arma Reforger
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{{Feature|informative| | {{Feature|informative| | ||
See {{Link|Arma Reforger: | See {{Link|Arma Reforger:ScriptInvoker Usage}} and its {{Link|Arma Reforger:ScriptInvoker Usage#Signature Declaration|Signature Declaration}} section for tutorials on how to use Script Invokers. | ||
}} | }} | ||
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{{Feature|informative|The following table is a list of the most useful events and is not an extensive list of each event handlers.}} | {{Feature|informative|The following table is a list of the most useful events and is not an extensive list of each event handlers.}} | ||
{| class="wikitable sortable | {| class="wikitable sortable" | ||
! Class | ! Class | ||
! Event | ! Event | ||
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| style="font-size: 0.8em" | | | style="font-size: 0.8em" | | ||
=== EOnInit === | === EOnInit === | ||
| Event after the entity is allocated and | | Event after the entity is allocated and initialised. | ||
|- | |- | ||
| style="font-size: 0.8em" | | | style="font-size: 0.8em" | |
Revision as of 16:46, 30 April 2024
Script Invokers
- An Event Handler can be created using a ScriptInvoker* class.
- Any Script Invoker signature can be created using typedef - see ScriptInvoker Usage - Signature Declaration.
- Using the ScriptInvoker class itself is considered bad practice and must be avoided.
- As Script Invokers are big objects and can be numerous, it is good practice to not instanciate them by default but to rather create them on request, using their getter - saving memory.
Common Event Handlers
Class | Event | Description |
---|---|---|
OnDestroyed |
DamageManagerComponent | when default hitzone is set to destroyed |
OnADSChanged |
CharacterControllerComponent | on player character which switches to ADS |
OnInspectionModeChanged |
on player character which switches in/out of inspection mode | |
OnMagazineCountChanged |
InventoryStorageManagerComponent | |
OnCompartmentEntered |
BaseCompartmentManagerComponent | |
OnCompartmentLeft |
||
OnAmmoCountChanged |
BaseMuzzleComponent | Both weapon and character can raise the event (see BaseWeaponManagerComponent) |
OnAmmoCountChanged |
BaseWeaponManagerComponent | Both weapon and character can raise the event (see BaseMuzzleComponent) |
OnWeaponChanged |
||
OnMagazineChanged |
||
OnMuzzleChanged |
BaseWeaponComponent | |
OnFiremodeChanged |
BaseMuzzleComponent | |
OnZeroingChanged |
BaseSightsComponent | currently does not carry currentMuzzle |
OnWeaponAttachmentChanged |
WeaponComponent | isAttached is true if attachmentEntity was attached to the weapon, and false if it was detached. |
OnTurretReload |
TurretControllerComponent | isFinished is true when reload is done and false when it started. |
Entity Event Handlers
The following events are present and available in the IEntity class - read the code documentation to learn more about them and how to use them.
Event | Description |
---|---|
EOnInit |
Event after the entity is allocated and initialised. |
EOnVisible |
This event triggers when the entity is made visible (versus being invisible). |
EOnFrame |
This event, as its name suggests, triggers on each simulation frame. |
EOnPostFrame |
Triggers after physics update. |
EOnFixedFrame |
|
EOnFixedPostFrame |
|
EOnAnimEvent |
Event from the animation system |
EOnPhysicsActive |
Triggers on (de)activation of the RigidBody's physics. |
EOnPhysicsMove |
Triggers when the physics engine moves this entity. |
EOnSimulate |
Happens before physics engine iteration - called from sub-iterations. |
EOnPostSimulate |
Happens after physics engine iteration. Happens once per frame. |
EOnJointBreak |
Triggers when a joint attached to this entity's RigidBody is broken. |
EOnTouch |
Event when touched by another entity. It requires the entity to have TouchComponent. |
EOnContact |
Triggers when contact with another RigidBody has been registered. |
EOnDiag |
Happens every frame after EOnFrame when "Entity Diag" is enabled in the Diag Menu (e.g Workbench). |
EOnUser0 |
|
EOnUser1 |
|
EOnUser2 |
|
EOnUser3 |
|
EOnUser4 |