Event Handlers – Arma Reforger

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== Entity Event Handlers ==
== Entity Event Handlers ==


{{Feature|informative|See also {{Link|Arma Reforger:Entity Lifecycle|Entity Lifecycle}}.}}
The following events are present and available in the '''{{Link/Enfusion|armaR|IEntity}}''' class - read the code documentation to learn more about them and how to use them.
The following events are present and available in the '''{{Link/Enfusion|armaR|IEntity}}''' class - read the code documentation to learn more about them and how to use them.
{{Feature|informative|'''E''' in e.g '''E'''OnInit stands for Event (not Entity).}}
{{Feature|informative|'''E''' in e.g '''E'''OnInit stands for Event (not Entity).}}

Revision as of 00:39, 13 August 2023

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.


Common Event Handlers

The following table is a list of the most useful events and is not an extensive list of each 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.

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

EOnInit

Event after the entity is allocated and initialized.

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