Event Handlers – Arma Reforger

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System/Component Event Name Callback Parameters Description
DamagerManagerComponent OnDestroyed IEntity owner when default hitzone is set to destroyed
CharacterControllerComponent OnADSChanged BaseWeaponComponent currentWeapon, bool Value on player character which switches to ADS
CharacterControllerComponent OnInspectionModeChanged bool newState on player character which switches in/out of inspection mode
InventoryStorageManagerComponent OnMagazineCountChanged BaseWeaponComponent currentWeapon, int count, bool isGrenade
BaseCompartmentManagerComponent OnCompartmentEntered IEntity vehicle, BaseCompartmentManagerComponent manager, IEntity occupant, int managerID, int slotID
BaseCompartmentManagerComponent OnCompartmentLeft IEntity vehicle, BaseCompartmentManagerComponent manager, IEntity occupant, int managerID, int slotID
BaseMuzzleComponent

BaseWeaponManagerComponent

OnAmmoCountChanged BaseWeaponComponent currentWeapon, BaseMuzzleComponent currentMuzzle, BaseMagazineComponent magazine, int ammoCount, bool isChambered Both weapon and character can raise the event
BaseWeaponManagerComponent OnWeaponChanged BaseWeaponComponent currentWeapon, BaseWeaponComponent oldWeapon
BaseWeaponManagerComponent OnMagazineChanged BaseWeaponComponent weapon, BaseMagazineComponent newMagazine, BaseMagazineComponent oldMagazine
BaseWeaponComponent OnMuzzleChanged BaseWeaponComponent weapon, BaseMuzzleComponent newMuzzle, BaseMuzzleComponent oldMuzzle
BaseMuzzleComponent OnFiremodeChanged BaseWeaponComponent weapon, BaseMuzzleComponent muzzle, int newFiremode
BaseSightsComponent OnZeroingChanged BaseWeaponComponent weapon, int range currently does not carry currentMuzzle
WeaponComponent OnWeaponAttachmentChanged WeaponComponent weapon, bool isAttached, IEntity attachmentEntity isAttached is true if attachmentEntity was attached to the weapon, and false if it was detached.
TurretControllerComponent OnTurretReload BaseWeaponComponent weapon, bool isFinished, TurretControllerComponent turretController isFinished is true when reload is done and false when it started.