Triggered by the UI function Game.QueueForPvP, and maybe Game.QueueRandom, Game.QueueForLFG
ClearSavedMatchQueue
MatchmakerSetPenalties
MatchAccept
Triggered by the UI function Game.AcceptPvPMatch
ChallengeCreate
ChallengeLeave
ChallengeInvitation
ChallengeInvitationResponse
ChallengeInvitationSquadInfo
ChallengeKick
ChallengeSetReady
ChallengeReadyCheck
ChallengeSwapTeam
ChallengeSetRoleAndTeam
ChallengeSetMatchParameters
ChallengeSetPowerPrivilege
ChallengeStartMatch
LFGCheckin
LFGLeave
MapOpened
Triggered by the UI when the world map is opened.
BattleframePurchased
CollectLoot
Triggered by the client when it wants to pick up loot.
The server can respond by sending SimulateLootPickup to the local Character BaseController, and LootObjectCollected to the remote AeraVisualData LootObjectView.
TempSlotAbilities
SinAcquire_Source
BroadcastWeaponTweaks
MovementInput
Sent continuously (~20 times per second) from Character BaseController with details about the character movement.
The server response is presumed to be ConfirmedPoseUpdate to the local player.
MovementInputFake
FireInputIgnored
Sent from Character CombatController, seemingly in cases where the client thinks the local player should not be able to fire their weapon.
FireBurst
Sent from Character CombatController when the local player presses the fire button.
The server can use the received timestamp to update remote Character CombatView WeaponBurstFired.
FireEnd
Sent from Character CombatController when the local player releases the fire button.
The server can use the received timestamp to update remote Character CombatView WeaponBurstEnded.
FireCancel
Sent from Character CombatController in some cases?
The server can use the received timestamp to update remote Character CombatView WeaponBurstCancelled.
FireWeaponProjectile
Sent from Character CombatController when the local player weapon simulation believes a new projectile should be sent.
The server can use the received timestamp and aim vector to send WeaponProjectileFired for remote Character CombatView.
This message is also sent when firing ability projectiles.
ReportProjectileHit
Sent from Character CombatController in some cases where the local player projectile simulation believes a projectile has hit a target.
We don't know the full purpose of this message, there seems to be several problems with it:
We don't know how or if the message contents refer to the target that was actually hit.
It does not always trigger. For example, it does not seem to trigger if the projectiles are fired at deployables or vehicles.
If there is a second target directly behind the first target, there are some cases where the client sends messages for both targets, whilst the visuals indicate only the first target being hit.
The server can use the received information to send ProjectileHitReported to remote Character CombatView.
SelectFireMode
Sent from Character CombatController in appropriate cases where the local player uses a weapon with an alternate fire mode and activates that fire mode by pressing/holding down alt fire.
An example of a weapon supporting this is Heavy Machine Guns.
The server can use the received information to update the local Character CombatController FireMode_0, and remote Character CombatView FireMode_0.
UseScope
Sent from Character CombatController in appropriate cases where the local player uses a weapon with a scope and activates it by pressing/holding down the scope / alt fire button.
The server can use the received information to update the local Character CombatController FireMode_1, and remote Character CombatView FireMode_1.
A status effect related to the scope should also be applied.
SelectWeapon
Sent from Character CombatController when the local player switches between their equipped weapons.
The server can use the received information to update the local Character CombatController WeaponIndex, and remote Character CombatView WeaponIndex.
ReloadWeapon
Sent from Character CombatController when the local weapon simulation is reloading the weapon.
The server can use the received timestamp to update remote Character CombatView WeaponReloaded.
CancelReload
Sent from Character CombatController in some cases?
The server can use the received timestamp to update remote Character CombatView WeaponReloadCancelled.
AcquireWeaponTarget
LoseWeaponTarget
NPCApplyEffect
NPCRemoveEffect
DockToPlayer
ChangeLookAtTarget
ActivateAbility
Sent from Character CombatController when the client wants to activate an ability.
The client communicates the ability slot index that it wants to activate. There is also some optional data that allows for specifying a target.
Sent from Character CombatController when the client wants to deactivate an ability.
The client communicates the ability slot index that it wants to deactivate.
Not sure of an example for characters, but for vehicles, an example is the horn ability, which is activate only as long as the button is held.
ActivateConsumable
Sent from Character CombatController when the client wants to activate an item.
The client communicates the item id that it wants to activate.
In the case of a vehicle item, which can be placed both on the consumables bar and be equipped into the vehicle loadout slot, if the vehicle is on the consumable bar, then ActivateConsumable will be sent, even if the user activates it by pressing the respective ability button.
SetNoSpreadFlag
ExitAttachmentRequest
Sent from Character BaseController when the client wants to stop being attached, such as exiting from a vehicle.
The server can respond with ExitingAttachment and then making the necessary shadowfield updates to the respective views.
NPCSetInteractionType
PerformEmote
Sent from Character BaseController when the client wants to perform an emote.
The server can respond by updating EmoteID on the local Character BaseController and remote Character ObserverView.
NotifyDialogScriptComplete
PerformQuickChatCommand
PerformTextChat
Sent from Character BaseController or Character SpecatorController through the UI functions Chat.SendChannelText and Chat.SendWhisperText.
PerformDialog
SetDialogTag
SetEffectsFlag
Sent from Character BaseController when the local player toggles the flashlight.
AnimationUpdate
SelectLoadout
Sent from Character BaseController when the local player selects a loadout from a battleframe station.
There does not seem to be any specific response, the server can just update the data of the Character.
CallForHelp
Sent from Character BaseController when the local player is downed and presses E to call for help.
The server can use the received time to send CalledForHelp on remote Character ObserverView.
AbortCampaignMission
Send by client when UI triggers Player.AbortCampaignMission(missionId)
TryResumeTutorialChain
DebugMission
AssignBounties
Sent by the client when the player presses join group bounty.
AbortBounty
ActivateBounty
ListActiveBounties
ListActiveBountyDetails
ListAvailableBounties
ClearBounties
ClearPreviousBounties
ListPreviousBounties
RequestRerollBounties
TrackBounty
SetBountyVar
RefreshBounties
ListAchievements
RequestAchievementStatus
Sent by the client via the UI function Player.GetAchievementInfo
RequestAllAchievements
RequestMissionAvailability
RequestNewActivity
RequestPushMission
LogDirectActivityRequest
LogActivityPush
LogLongTimeWithoutPush
CameraPoseUpdate
QueueUnstuck
VehicleCalldownRequest
Sent from Character BaseController when the local player tries to calldown a vehicle.
DeployableCalldownRequest
Sent from Character BaseController when the local player tries to calldown a deployable.
DeployableHardpointSelection
ResourceNodeBeaconCalldownRequest
Sent from Character BaseController when the local player tries to calldown a thumper.
FindNearbyResourceAreas
Sent from Character BaseController when local player uses a scan hammer.