Messages Character - themeldingwars/Documentation GitHub Wiki

Commands

UiQueryResponse

ListItemForSale

SendMailToPlayer

FillBuyOrder

ToggleMarketplace

JoinGroupLeader

PlayerReady

FetchQueueInfo

MatchQueue

  • 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.
  • The server can respond with AbilityActivated.

NPCInteractWithTarget

TargetAbility

DeactivateAbility

  • 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.
  • Presumably related to FoundResourceAreas

GeographicalReportRequest

UpdateChatPartyMembers

ClientQueryInteractionStatus

ResourceLocationInfosRequest

  • Sent from Character BaseController when the UI function Game.RequestKnownResourceLocations is called (at least on the first call).
  • Related to ResourceLocationInfosResponse

DuelRequest

PickupCarryableObjectByProximity

  • Sent from Character BaseController when local player walks over a CarryableObject for which pickup_by_interaction = 0.

DropCarryableObject

AiError

AiSignal

NonDevDebugCommand

  • Sent by the client when certain cvars are changed, for example when debuglag.networkDev is activated.

UpdateShoppingList

FindServiceProvider

ClientUIEvent

SetMovementSimulation

  • Sent by the client when changing network.updatePeriodMax.
  • Sent by the client when executing network.interpolationDelay in the console.

RequestRespawn

  • Sent from Character BaseController when the local player has been downed and the state allows them to request respawn.

RequestTransfer

VendorTokenMachineRequest

TimedDailyRewardRequest

SalvageRequest

RepairRequest

SlotModuleRequest

UnslotAllModulesRequest

SlotGearRequest

  • Sent from Character BaseController when player drags an item into a loadoutslot in the inventory loadout (UI function Player.RequestSlotGear).
  • The server can respond with SlotGearResponse.

SlotVisualRequest

SlotVisualMultiRequest

  • Sent from Character BaseController when player accepts visuals in Battleframe Garage. (UI function Player.RequestSlotVisuals ?)
  • The server can respond with SlotVisualMultiResponse.

RequestSelfRevive

RequestTeleport

  • Sent from Character BaseController when player requests to teleport to an outpost on the world map (UI function Player.RequestTeleport).

RequestFrameLevelReset

LeaveEncounterParty

JoinSquadLeadersArc

LeaveArc

JobLedgerOperation

SeatChangeRequest

  • Sent from Character BaseController when player tries to swap seats in a vehicle.

RequestTrackerUpdate

LootDistributionSetState

LootDistributionSetVotes

ResetTutorialId

DismissTutorialId

ClaimDailyRewardItem

ClaimDailyRewardStreak

BuyBackPreviousDay

AcceptRewards

FlushRewards

RerollEliteLevelsAwardList

RevertAllEliteLevelsUpgrade

SelectEliteLevelsAward

ResetAllEliteLevelsUpgrades_Debug

FlushCharacterCache

RunTeamManagerCommand

  • Sent when client types /teaminvite

NPCCombatUpdate

BagInventorySettings

SetSteamUserId

EquipExperimentalLoadout

ExecuteTinkeringPlan

VendorPurchaseRequest

  • Sent from Character BaseController when player tries to purchase an item at a vendor. UI function Game.RequestVendorPurchase.

TutorialEventTriggeredCmd

Fabrication_FetchAllInstances

Fabrication_FetchAllRecipes

Fabrication_FetchInstance

Fabrication_Start

Fabrication_ApplyAction

Fabrication_GenerateResult

Fabrication_Finalize

Fabrication_Claim

FriendsListRequest

UpdateFriendStatus

ClaimBountyRewards

Events

MarketRequestComplete

ReceiveWeaponTweaks

TookDebugWeaponHitPublic

TookDebugWeaponHit

  • Sent to Character BaseController to provide data for debugweapon command.

DebugWeaponStats

RewardInfo

  • Sent to Character BaseController to generate XP floating text.

ProgressionXpRefresh

  • Sent to Character BaseController to provide xp and level for all frames.

ReceivedDeferredXP

PublicCombatLog

PrivateCombatLog

AnimationUpdated

RaiaNPCDebugging

WeaponProjectileFired

  • Can be sent to Character CombatView to trigger a projectile. The receiving clients will presume it is fired with the weapon equipped at the time.
  • Related to FireWeaponProjectile.

AbilityProjectileFired

  • Can be sent to Character CombatView to trigger a projectile with any ammo type.
  • Related to FireWeaponProjectile.

ProjectileHitReported

Stumble

QuickChat

ProximityTextChat

JumpActioned

  • Can be sent to Character ObserverView. Triggers a jump animation.

JumpRolled

Respawned

  • Can be sent to Character ObserverView.

CalledForHelp

  • Can be sent to Character ObserverView.
  • Related to CallForHelp

TookHit

  • Sent to Character CombatController when the local player takes damage.

AlmostHit

DealtHit

  • Sent to Character CombatController when the local player deals damage to other targets.
  • Triggers floating combat text.
  • Has optimizations that allow "repeating" previously sent hits if the data would be the same.

Killed

WarnLockTargeted

CurrentPoseUpdate

  • Sent to Character ObserverView to update remote pose.

ConfirmedPoseUpdate

  • Sent to Character BaseController to update local pose.

PublicDebugMovementUpdate

ForcedMovement

  • Sent to Character CombatController to trigger predefined adjustments/behavior to pose.
  • There are ~13 types.
  • Type 1 allows directly forcing pos, dir and vel to desired values (good for teleportation).
  • Type 5 forces vel to desired values and is used to launch the player before enabling glider.

ForcedMovementCancelled

GrappleClimbPermission

AbilityActivated

  • Sent to Character CombatController to confirm ability activation.
  • InstantActivationCommand is a good sender.

AbilityFailed

AbilityCooldowns

NPCInteraction

OpenMovieDialog

PrivateDialog

PublicDialog

AddOrUpdateInteractives

  • Sent to Character CombatController to make entities interactable for the local player.

RemoveInteractives

  • Sent to Character CombatController to make remove previously interactable entities for the local player.

InteractionProgressed

InteractionCompleted

  • Sent to Character CombatController to indicate an interaction the local player interaction is completed.

InteractedWithProgressed

InteractedWithCompleted

InventoryUpdate

  • Sent to Character BaseController, for both the initial full-state transfer of inventory data, as well as for subsequent updates.
  • Notably this also includes Loadouts, the items equipped by the players frames.

UnlocksUpdate

  • Sent to Character BaseController for bot the initial full-state transfer of unlocks data, as well as for subsequent updates.
  • Unlocks covers a wide range, including character slots, supporter packs, missions, and the general "certificates".

WorkbenchUpdate

SimulateLootPickup

  • Sent to Character BaseController when the local player loots an item.
  • Related to CollectLoot

DisplayRewards

  • Sent to Character BaseController to trigger a Reward Screen hud note.

TrackerEvent

TrackerPulse

PriorityTargetSet

ResourceNodeCompletedEvent

  • Sent to Character BaseController. Triggers the UI event ON_RESOURCE_NODE_YIELD.
  • Results can also be retrieved with the UI function Game.GetResourceNodeCompleteResults.
  • Seems kinda legacy.

FoundResourceAreas

GeographicalReportResponse

  • Sent to Character BaseController in response to GeographicalReportRequest.
  • Triggers the UI event ON_RESOURCE_SCAN_REPORT if valid is true.
  • Triggers the UI event ON_RESOURCE_SCAN_FAILED if valid is false.

ResourceLocationInfosResponse

UiNamedVariableUpdate

DuelNotification

NewUiQuery

UiQueryCancelled

FetchQueueInfo_Response

MatchQueueResponse

ChallengeCreateResponse

CharacterLoaded

VendorTokenMachineResponse

SalvageResponse

RepairResponse

SlotModuleResponse

UnslotAllModulesResponse

SlotGearResponse

SlotVisualResponse

SlotVisualMultiResponse

TinkeringPlanResponse

UnlockContentSuccess

PushBehavior

PopBehavior

SelfReviveResponse

ApplyCameraShake

ReceivedWebUIMessage

ExitingAttachment

LootDistributionStartEvt

LootDistributionUpdateEvt

LootDistributionCompletionEvt

ForcedWeaponSwap

  • Sent to Character CombatController to switch to another equipped weapon. Useful during loadout changes.

ChatPartyUpdate

BagInventoryUpdate

LevelUpEvent

  • Sent to Character BaseController when the local player levels up. Triggers fx and hud notes.

FactionReputationUpdate

TutorialStateInitializeEvt

TutorialStateUpdateEvt

DailyLoginRewardsUpdateEvt

Fabrication_FetchAllInstances_Response

Fabrication_FetchAllRecipes_Response

Fabrication_FetchInstance_Response

Fabrication_Start_Response

Fabrication_ApplyAction_Response

Fabrication_GenerateResult_Response

Fabrication_Finalize_Response

Fabrication_Claim_Response

PostStatEvent

BountyRerollProductInfoUpdateEvt

EliteLevels_InitAllFrames

EliteLevels_InitFrame

EliteLevels_UpgradesChanged

EliteLevels_UnusedPointsChanged

EliteLevels_IncreaseXp

EliteLevels_IncreaseLevel

EliteLevels_RerollCompleted

EliteLevels_Initialized_Info

FriendsListChanged

FriendsListResponse

PerkRespecTimerReset