Event Handlers – Arma Reforger

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(Add Event Handler Manager Component Events and subTOC, Remove Common Event Handlers)
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{{TOC|side}}
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{{TOC|subtoc|content=
* 1 {{Link|#Script Invokers}}
* 2 {{Link|#Event Handler Manager Component Events}}
* 3 {{Link|#Entity Event Handlers}}
}}
== Script Invokers ==
== Script Invokers ==


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== Common Event Handlers ==
== Event Handler Manager Component Events ==


{{Feature|informative|The following table is a list of the most useful events and is not an extensive list of each event handlers.}}
The {{Link/Enfusion|armaR|EventHandlerManagerComponent}} groups the following events under its category:


{| class="wikitable sortable"
{| class="wikitable sortable valign="top"
! Event
! Class
! Class
! Event
! class="unsortable | Description
! class="unsortable" | Description
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnDestroyed ===
=== OnADSChanged ===
| {{Link/Enfusion|armaR|DamageManagerComponent}}
| rowspan="3" | {{Link/Enfusion|armaR|CharacterControllerComponent}}
| when default hitzone is set to destroyed
|
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnADSChanged ===
=== OnConsciousnessChanged ===
| rowspan="2" | {{Link/Enfusion|armaR|CharacterControllerComponent}}
|
| on player character which switches to ADS
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
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=== OnMagazineCountChanged ===
=== OnMagazineCountChanged ===
| {{Link/Enfusion|armaR|InventoryStorageManagerComponent}}
| {{Link/Enfusion|armaR|InventoryStorageManagerComponent}}
|
|-
| style="font-size: 0.8em" |
=== OnDestroyed ===
| {{Link/Enfusion|armaR|DamageManagerComponent}}
| when the default hit zone is set to destroyed
|-
| style="font-size: 0.8em" |
=== OnCompartmentEntering ===
| rowspan="4" | {{Link/Enfusion|armaR|BaseCompartmentManagerComponent}}
|
|
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnCompartmentEntered ===
=== OnCompartmentEntered ===
| rowspan="2" | {{Link/Enfusion|armaR|BaseCompartmentManagerComponent}}
|
|
|-
|-
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|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnAmmoCountChanged ===
=== OnCompartmentLeaving ===
| {{Link/Enfusion|armaR|BaseMuzzleComponent}}
|
| Both weapon and character can raise the event (see {{Link|#BaseWeaponManagerComponent}})
|-
| style="font-size: 0.8em" |
=== OnLightStateChanged ===
| {{Link/Enfusion|armaR|BaseLightManagerComponent}}
|
|-
| style="font-size: 0.8em" |
=== OnTurretReload ===
| rowspan="2" | {{Link/Enfusion|armaR|TurretControllerComponent}}
| {{hl|isFinished}} is true when reload is done and false when it started
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnAmmoCountChanged ===
=== OnADSChanged ===
| rowspan="3" | {{Link/Enfusion|armaR|BaseWeaponManagerComponent}}
| on player character which switches to ADS<br>{{Link/Enfusion|armaR|TurretControllerComponent}} can also trigger this event
| Both weapon and character can raise the event (see {{Link|#BaseMuzzleComponent}})
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnWeaponChanged ===
=== OnWeaponChanged ===
| {{Link/Enfusion|armaR|BaseWeaponManagerComponent}}
|
|
|-
| style="font-size: 0.8em" |
=== OnMuzzleChanged ===
| {{Link/Enfusion|armaR|BaseWeaponComponent}}
|
|-
| style="font-size: 0.8em" |
=== OnAmmoCountChanged ===
| rowspan="5" | {{Link/Enfusion|armaR|BaseMuzzleComponent}}
| Both weapon and character can raise this event (see {{hl|BaseWeaponManagerComponent}})
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
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|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnMuzzleChanged ===
=== OnAmmoCountChanged ===
| {{Link/Enfusion|armaR|BaseWeaponComponent}}
| Both weapon and character can raise the event (see {{hl|BaseWeaponManagerComponent}})
|-
| style="font-size: 0.8em" |
=== OnProjectileShot ===
|
|
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnFiremodeChanged ===
=== OnFiremodeChanged ===
| {{Link/Enfusion|armaR|BaseMuzzleComponent}}
|
|
|-
| style="font-size: 0.8em" |
=== OnWeaponAttachmentChanged ===
| rowspan="2" | {{Link/Enfusion|armaR|WeaponComponent}}
| {{hl|isAttached}} is true if {{hl|attachmentEntity}} was attached to the weapon, and false if it was detached
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnZeroingChanged ===
=== OnZeroingChanged ===
| {{Link/Enfusion|armaR|BaseSightsComponent}}
| currently does not carry currentMuzzle
| currently does not carry currentMuzzle
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnWeaponAttachmentChanged ===
=== OnGrenadeThrown ===
| {{Link/Enfusion|armaR|WeaponComponent}}
| {{Link/Enfusion|armaR|WeaponSlotComponent}}
| {{hl|isAttached}} is true if attachmentEntity was attached to the weapon, and false if it was detached.
|
|-
| style="font-size: 0.8em" |
=== OnDayStart ===
| rowspan="2" | {{Link/Enfusion|armaR|TimeAndWeatherManagerEntity}}
|
|-
|-
| style="font-size: 0.8em" |
| style="font-size: 0.8em" |
=== OnTurretReload ===
=== OnNightStart ===
| {{Link/Enfusion|armaR|TurretControllerComponent}}
|
| isFinished is true when reload is done and false when it started.
|}
|}



Revision as of 16:55, 31 July 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.
See ScriptInvoker Usage and its Signature Declaration section for tutorials on how to use Script Invokers.


Event Handler Manager Component Events

The EventHandlerManagerComponent groups the following events under its category:

Event Class Description

OnADSChanged

CharacterControllerComponent

OnConsciousnessChanged

OnInspectionModeChanged

on player character which switches in/out of inspection mode

OnMagazineCountChanged

InventoryStorageManagerComponent

OnDestroyed

DamageManagerComponent when the default hit zone is set to destroyed

OnCompartmentEntering

BaseCompartmentManagerComponent

OnCompartmentEntered

OnCompartmentLeft

OnCompartmentLeaving

OnLightStateChanged

BaseLightManagerComponent

OnTurretReload

TurretControllerComponent isFinished is true when reload is done and false when it started

OnADSChanged

on player character which switches to ADS
TurretControllerComponent can also trigger this event

OnWeaponChanged

BaseWeaponManagerComponent

OnMuzzleChanged

BaseWeaponComponent

OnAmmoCountChanged

BaseMuzzleComponent Both weapon and character can raise this event (see BaseWeaponManagerComponent)

OnMagazineChanged

OnAmmoCountChanged

Both weapon and character can raise the event (see BaseWeaponManagerComponent)

OnProjectileShot

OnFiremodeChanged

OnWeaponAttachmentChanged

WeaponComponent isAttached is true if attachmentEntity was attached to the weapon, and false if it was detached

OnZeroingChanged

currently does not carry currentMuzzle

OnGrenadeThrown

WeaponSlotComponent

OnDayStart

TimeAndWeatherManagerEntity

OnNightStart


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.

E in e.g EOnInit stands for Event (not Entity).
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

This event can be called on another thread than the main thread. This means that you must avoid any modifications on other entities during this event!

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