Animation Editor: Human Variables – Arma Reforger
Category: Arma Reforger/Modding/Official Tools
Lou Montana (talk | contribs) (Page creation) |
(updated available variables) |
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| Line 5: | Line 5: | ||
! Max | ! Max | ||
! Usage | ! Usage | ||
!Used In | |||
|- | |- | ||
| MovementSpeed | | MovementSpeed | ||
| | | float | ||
| 0 | | 0 | ||
| 3 | | 3 | ||
| 0 is not moving, 1 is walking, 2 is running, 3 is sprinting | | 0 is not moving, 1 is walking, 2 is running, 3 is sprinting | ||
| | |||
|- | |||
|MovementSpeedReal | |||
|float | |||
|0 | |||
|10 | |||
|Animation variable which keeps the current speed of the character in meters per second | |||
| | |||
|- | |- | ||
| MovementDirection | | MovementDirection | ||
| | | float | ||
| -180 | | -180 | ||
| 180 | | 180 | ||
| Movement direction in degrees, 0 is forward, -90 is left, etc | | Movement direction in degrees, 0 is forward, -90 is left, etc | ||
| | |||
|- | |||
|HasLocomotionInput | |||
|bool | |||
| | |||
| | |||
|Has locomotion input for animators to be able to read if there is any input or if the character should stop - used for inertia | |||
| | |||
|- | |- | ||
| Stance | | Stance | ||
| Line 23: | Line 40: | ||
| 2 | | 2 | ||
| 0 is standing, 1 is crouching, 2 is prone | | 0 is standing, 1 is crouching, 2 is prone | ||
| | |||
|- | |- | ||
| Look | | Look | ||
| Line 29: | Line 47: | ||
| | | | ||
| True = looking dir is used, false = looking dir is not used | | True = looking dir is used, false = looking dir is not used | ||
| | |||
|- | |- | ||
| LookX | | LookX | ||
| float | | float | ||
| -180 | | -180 | ||
| 180 | | 180 | ||
| Used for look at | | Used for look at | ||
| | |||
|- | |- | ||
| LookY | | LookY | ||
| float | | float | ||
| -90 | | -90 | ||
| 90 | | 90 | ||
| Used for look at | | Used for look at | ||
| | |||
|- | |- | ||
| WaterLevel | | WaterLevel | ||
| Line 47: | Line 68: | ||
| 1.0 | | 1.0 | ||
| This causes the character to act as if he is walking in water (only with rifles so far) | | This causes the character to act as if he is walking in water (only with rifles so far) | ||
| | |||
|- | |- | ||
| TriggerPulled | | TriggerPulled | ||
| Line 53: | Line 75: | ||
| | | | ||
| If true, the finger on the character's weapon hand will be pulled | | If true, the finger on the character's weapon hand will be pulled | ||
| | |||
|- | |- | ||
| WeaponObstruction | | WeaponObstruction | ||
| Line 59: | Line 82: | ||
| | | | ||
| If true, the weapon will be pointing upwards to avoid the obstacle in front of them | | If true, the weapon will be pointing upwards to avoid the obstacle in front of them | ||
| | |||
|- | |- | ||
| ADSAdjust | | ADSAdjust | ||
| Line 65: | Line 89: | ||
| 1.0 | | 1.0 | ||
| If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles. | | If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles. | ||
| | |||
|- | |- | ||
| ADS | | ADS | ||
| Line 71: | Line 96: | ||
| | | | ||
| This makes the character aim down sights | | This makes the character aim down sights | ||
| | |||
|- | |- | ||
| AimX | | AimX | ||
| float | | float | ||
| -180 | | -180 | ||
| 180 | | 180 | ||
| Used for aiming | | Used for aiming | ||
| | |||
|- | |- | ||
| AimY | | AimY | ||
| float | | float | ||
| -90 | | -90 | ||
| 90 | | 90 | ||
| Used for aiming | | Used for aiming | ||
| | |||
|- | |- | ||
| LeanForward | | LeanForward | ||
| Line 89: | Line 117: | ||
| 90 | | 90 | ||
| This leans the character forward while in melee combat | | This leans the character forward while in melee combat | ||
| | |||
|- | |- | ||
| TurnAmount | | TurnAmount | ||
| float | | float | ||
| -2.0 | | -2.0 | ||
| 2.0 | | 2.0 | ||
| Use with command '''CMD_Turn'''. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180 | | Use with command '''CMD_Turn'''. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180 | ||
| | |||
|- | |- | ||
| Lean | | Lean | ||
| float | | float | ||
| -1.0 | | -1.0 | ||
| 1.0 | | 1.0 | ||
| This leans the character to the left and right | | This leans the character to the left and right | ||
| | |||
|- | |||
|Low | |||
|bool | |||
| | |||
| | |||
| | |||
| | |||
|- | |- | ||
| ArmIK | | ArmIK | ||
| Line 107: | Line 145: | ||
| 7 | | 7 | ||
| Used by character controller | | Used by character controller | ||
| | |||
|- | |- | ||
| AimIKX | | AimIKX | ||
| float | | float | ||
| -180 | | -180 | ||
| 180 | | 180 | ||
| Used by character controller | | Used by character controller | ||
| | |||
|- | |- | ||
| DamageDirection | | DamageDirection | ||
| float | | float | ||
| -180 | | -180 | ||
| 180 | | 180 | ||
| This is used with '''CMD_Combat_DamageLight''' and '''CMD_Combat_DamageHeavy''' to determine the direction of the hit | | This is used with '''CMD_Combat_DamageLight''' and '''CMD_Combat_DamageHeavy''' to determine the direction of the hit | ||
| | |||
|- | |- | ||
| AimIKZ | | AimIKZ | ||
| float | | float | ||
| -180 | | -180 | ||
| 180 | | 180 | ||
| Used by character controller | | Used by character controller | ||
| | |||
|- | |- | ||
| AimTransX | | AimTransX | ||
| float | | float | ||
| -100 | | -100 | ||
| 100 | | 100 | ||
| Used by character controller | | Used by character controller | ||
| | |||
|- | |- | ||
| AimTransY | | AimTransY | ||
| float | | float | ||
| -100 | | -100 | ||
| 100 | | 100 | ||
| Used by character controller | | Used by character controller | ||
| | |||
|- | |- | ||
| AimTransZ | | AimTransZ | ||
| float | | float | ||
| -100 | | -100 | ||
| 100 | | 100 | ||
| Used by character controller | | Used by character controller | ||
| | |||
|- | |- | ||
| VehicleType | | VehicleType | ||
| int | | int | ||
| -1 | | -1 | ||
| 10 | | 10 | ||
| This sets the current vehicle that you're going to enter | | This sets the current vehicle that you're going to enter | ||
| | |||
|- | |- | ||
| VehicleSteering | | VehicleSteering | ||
| float | | float | ||
| -1.0 | | -1.0 | ||
| 1.0 | | 1.0 | ||
| -1 is steering 100% left, and 1 is turning 100% right | | -1 is steering 100% left, and 1 is turning 100% right | ||
| | |||
|- | |- | ||
| VehicleThrottle | | VehicleThrottle | ||
| Line 161: | Line 208: | ||
| 1.0 | | 1.0 | ||
| This controls how much the throttle foot is pushing down | | This controls how much the throttle foot is pushing down | ||
| | |||
|- | |- | ||
| VehicleClutch | | VehicleClutch | ||
| Line 167: | Line 215: | ||
| 1.0 | | 1.0 | ||
| This controls how much the clutch foot is pushing down | | This controls how much the clutch foot is pushing down | ||
| | |||
|- | |- | ||
| VehicleBrake | | VehicleBrake | ||
| Line 173: | Line 222: | ||
| | | | ||
| This makes the character brake, which overrides the VehicleClutch variable | | This makes the character brake, which overrides the VehicleClutch variable | ||
| | |||
|- | |- | ||
| VehicleAccelerationFB | | VehicleAccelerationFB | ||
| float | | float | ||
| -1 | | -1 | ||
| 1 | | 1 | ||
| | |||
| | | | ||
|- | |- | ||
| VehicleAccelerationLR | | VehicleAccelerationLR | ||
| float | | float | ||
| -1 | | -1 | ||
| 1 | | 1 | ||
| | |||
| | | | ||
|- | |- | ||
| Line 190: | Line 242: | ||
| 0 | | 0 | ||
| 1 | | 1 | ||
| | |||
| | | | ||
|- | |- | ||
| LadderMovement | | LadderMovement | ||
| int | | int | ||
| -2 | | -2 | ||
| 2 | | 2 | ||
| | |||
| | |||
|- | |||
|Look | |||
|bool | |||
| | |||
| | |||
| | |||
| | | | ||
|- | |- | ||
| Firing | | Firing | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 208: | Line 270: | ||
| 0 | | 0 | ||
| 15 | | 15 | ||
|See [[Arma Reforger:Animation Editor: Vehicles Actions Commands#SeatPositionType|Vehicle Actions Commands]] | |||
| | | | ||
|- | |- | ||
| DebugNewAimTurns | | DebugNewAimTurns | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 218: | Line 282: | ||
| AimTurnX | | AimTurnX | ||
| float | | float | ||
| -90 | | -90 | ||
| 90 | | 90 | ||
| | |||
| | | | ||
|- | |- | ||
| Horn | | Horn | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 232: | Line 298: | ||
| 0 | | 0 | ||
| 9 | | 9 | ||
| | |||
| | | | ||
|- | |- | ||
| Line 238: | Line 305: | ||
| 0 | | 0 | ||
| 1 | | 1 | ||
|State of sight adjustment (like ironsights) on the weapon. | |||
| | | | ||
|- | |- | ||
| Line 244: | Line 312: | ||
| | | | ||
| | | | ||
|True when bipod is deployed on weapon | |||
| | | | ||
|- | |- | ||
| Line 250: | Line 319: | ||
| | | | ||
| | | | ||
|Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | |||
| | | | ||
|- | |- | ||
| Empty | | Empty | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 260: | Line 331: | ||
| Cocked | | Cocked | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 266: | Line 338: | ||
| Focused | | Focused | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 272: | Line 345: | ||
| State | | State | ||
| int | | int | ||
| -1 | | -1 | ||
| 2 | | 2 | ||
|Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | |||
| | | | ||
|- | |- | ||
| Line 280: | Line 354: | ||
| 0 | | 0 | ||
| 20 | | 20 | ||
| | |||
| | | | ||
|- | |- | ||
| BandageSelf | | BandageSelf | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 290: | Line 366: | ||
| FreeLook | | FreeLook | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 298: | Line 375: | ||
| 0 | | 0 | ||
| 210 | | 210 | ||
| | |||
| | | | ||
|- | |- | ||
| Line 304: | Line 382: | ||
| 0 | | 0 | ||
| 2 | | 2 | ||
| | |||
| | | | ||
|- | |- | ||
| Line 310: | Line 389: | ||
| 1 | | 1 | ||
| 8 | | 8 | ||
| | |||
| | | | ||
|- | |- | ||
| BankAmount | | BankAmount | ||
| float | | float | ||
| -1 | | -1 | ||
| 1 | | 1 | ||
| | |||
| | | | ||
|- | |- | ||
| NewTurns | | NewTurns | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 326: | Line 408: | ||
| IsDriver | | IsDriver | ||
| bool | | bool | ||
| | |||
| | | | ||
| | | | ||
| Line 334: | Line 417: | ||
| 0 | | 0 | ||
| 1 | | 1 | ||
| | |||
| | | | ||
|- | |- | ||
| FloorAngle | | FloorAngle | ||
| float | | float | ||
| -90 | | -90 | ||
| 90 | | 90 | ||
| | |||
| | |||
|- | |||
|FloorAngleLateral | |||
| | |||
| | |||
| | |||
| | |||
| | | | ||
|- | |- | ||
| Line 346: | Line 438: | ||
| | | | ||
| | | | ||
| | |||
| | |||
|- | |||
|ADSTime | |||
|float | |||
|0 | |||
|2 | |||
| | |||
| | |||
|- | |||
|IdlesOff | |||
|bool | |||
| | |||
| | |||
| | |||
| | |||
|- | |||
|TargetYOffset | |||
|float | |||
| -180 | |||
|180 | |||
| | |||
| | |||
|- | |||
|SpineAccelerationFB | |||
|float | |||
| -1 | |||
|1 | |||
| | |||
| | |||
|- | |||
|SpineAccelerationLR | |||
|float | |||
| -1 | |||
|1 | |||
| | |||
| | |||
|- | |||
|CrankX | |||
|float | |||
|0 | |||
|1 | |||
| | |||
| | |||
|- | |||
|CrankY | |||
|float | |||
|0 | |||
|1 | |||
| | |||
| | |||
|- | |||
|WeaponHeight | |||
|float | |||
|50 | |||
|120 | |||
| | |||
| | |||
|- | |||
|StepSize | |||
|float | |||
|0 | |||
|1 | |||
| | |||
| | |||
|- | |||
|WeaponDeployed | |||
|bool | |||
| | |||
| | |||
| | |||
| | |||
|- | |||
|IsSimulatedIK | |||
|bool | |||
| | |||
| | |||
| | |||
| | |||
|- | |||
|WeaponInspectionState | |||
|int | |||
| -2 | |||
|2 | |||
| | |||
| | |||
|- | |||
|ItemInspectionState | |||
|int | |||
|0 | |||
|1 | |||
| | |||
| | |||
|- | |||
|Vehicle_Wobble | |||
|float | |||
|0 | |||
|1 | |||
| | |||
| | |||
|- | |||
|GetInNoBlending | |||
|bool | |||
| | |||
| | |||
| | |||
| | |||
|- | |||
|CyclicAside | |||
|float | |||
| -1 | |||
|1 | |||
|rotor mast machinery (or rotor) animations based on cyclic controls | |||
| | |||
|- | |||
|Collective | |||
|float | |||
| -1 | |||
|1 | |||
|Helicopter collective source | |||
| | |||
|- | |||
|CyclicForward | |||
|float | |||
| -1 | |||
|1 | |||
|rotor mast machinery (or rotor) animations based on cyclic controls | |||
| | |||
|- | |||
|AntiTorque | |||
|float | |||
| -1 | |||
|1 | |||
| | |||
| | |||
|- | |||
|GearFB | |||
|float | |||
|0 | |||
|0.09 | |||
|Used in conjunction with '''Depth Front/Back''' parameter located in '''BaseLoadoutClothComponent'''. Controls Z forward offset of held weapon | |||
| | |||
|- | |||
|GearLR | |||
|float | |||
|0 | |||
|0.08 | |||
|Used in conjunction with '''Depth Left/Right''' parameter located in '''BaseLoadoutClothComponent'''. Controls left X offset of elbows when cloth is equipped | |||
| | |||
|- | |||
|Facial | |||
|float | |||
|0 | |||
|1 | |||
| | |||
| | |||
|- | |||
|UnconsciousPose | |||
|int | |||
|1 | |||
|5 | |||
| | |||
| | |||
|- | |||
|VehicleSpeed | |||
|float | |||
|0 | |||
|100 | |||
|Vehicle speed in m/s | |||
| | |||
|- | |||
|ADSOffsetHorizontal | |||
|float | |||
| -10 | |||
|10 | |||
| | |||
| | |||
|- | |||
|ADSOffsetVertical | |||
|float | |||
| -10 | |||
|10 | |||
| | |||
| | |||
|- | |||
|Stamina | |||
|float | |||
|0 | |||
|1 | |||
| | |||
| | |||
|- | |||
|IsControlledByPlayer | |||
|bool | |||
| | |||
| | |||
|True if character is controlled by player. Currently it is used to disable idle animations on player controlled characters | |||
| | | | ||
|} | |} | ||
Revision as of 12:47, 14 February 2024
| Variable Name | Type | Min | Max | Usage | Used In |
|---|---|---|---|---|---|
| MovementSpeed | float | 0 | 3 | 0 is not moving, 1 is walking, 2 is running, 3 is sprinting | |
| MovementSpeedReal | float | 0 | 10 | Animation variable which keeps the current speed of the character in meters per second | |
| MovementDirection | float | -180 | 180 | Movement direction in degrees, 0 is forward, -90 is left, etc | |
| HasLocomotionInput | bool | Has locomotion input for animators to be able to read if there is any input or if the character should stop - used for inertia | |||
| Stance | Int | 0 | 2 | 0 is standing, 1 is crouching, 2 is prone | |
| Look | bool | True = looking dir is used, false = looking dir is not used | |||
| LookX | float | -180 | 180 | Used for look at | |
| LookY | float | -90 | 90 | Used for look at | |
| WaterLevel | float | 0.0 | 1.0 | This causes the character to act as if he is walking in water (only with rifles so far) | |
| TriggerPulled | bool | If true, the finger on the character's weapon hand will be pulled | |||
| WeaponObstruction | bool | If true, the weapon will be pointing upwards to avoid the obstacle in front of them | |||
| ADSAdjust | float | 0.0 | 1.0 | If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles. | |
| ADS | bool | This makes the character aim down sights | |||
| AimX | float | -180 | 180 | Used for aiming | |
| AimY | float | -90 | 90 | Used for aiming | |
| LeanForward | float | 0.0 | 90 | This leans the character forward while in melee combat | |
| TurnAmount | float | -2.0 | 2.0 | Use with command CMD_Turn. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180 | |
| Lean | float | -1.0 | 1.0 | This leans the character to the left and right | |
| Low | bool | ||||
| ArmIK | int | 0 | 7 | Used by character controller | |
| AimIKX | float | -180 | 180 | Used by character controller | |
| DamageDirection | float | -180 | 180 | This is used with CMD_Combat_DamageLight and CMD_Combat_DamageHeavy to determine the direction of the hit | |
| AimIKZ | float | -180 | 180 | Used by character controller | |
| AimTransX | float | -100 | 100 | Used by character controller | |
| AimTransY | float | -100 | 100 | Used by character controller | |
| AimTransZ | float | -100 | 100 | Used by character controller | |
| VehicleType | int | -1 | 10 | This sets the current vehicle that you're going to enter | |
| VehicleSteering | float | -1.0 | 1.0 | -1 is steering 100% left, and 1 is turning 100% right | |
| VehicleThrottle | float | 0.0 | 1.0 | This controls how much the throttle foot is pushing down | |
| VehicleClutch | float | 0.0 | 1.0 | This controls how much the clutch foot is pushing down | |
| VehicleBrake | bool | This makes the character brake, which overrides the VehicleClutch variable | |||
| VehicleAccelerationFB | float | -1 | 1 | ||
| VehicleAccelerationLR | float | -1 | 1 | ||
| Recoil | float | 0 | 1 | ||
| LadderMovement | int | -2 | 2 | ||
| Look | bool | ||||
| Firing | bool | ||||
| SeatPositionType | int | 0 | 15 | See Vehicle Actions Commands | |
| DebugNewAimTurns | bool | ||||
| AimTurnX | float | -90 | 90 | ||
| Horn | bool | ||||
| LeftHandGadget | int | 0 | 9 | ||
| SightElevation | float | 0 | 1 | State of sight adjustment (like ironsights) on the weapon. | |
| Bipod | bool | True when bipod is deployed on weapon | |||
| LastBullet | bool | Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | |||
| Empty | bool | ||||
| Cocked | bool | ||||
| Focused | bool | ||||
| State | int | -1 | 2 | Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | |
| WeaponType | int | 0 | 20 | ||
| BandageSelf | bool | ||||
| FreeLook | bool | ||||
| ObstacleHeight | float | 0 | 210 | ||
| ObstructionTEST | float | 0 | 2 | ||
| BodyPart | int | 1 | 8 | ||
| BankAmount | float | -1 | 1 | ||
| NewTurns | bool | ||||
| IsDriver | bool | ||||
| WeaponObstructionFloat | float | 0 | 1 | ||
| FloorAngle | float | -90 | 90 | ||
| FloorAngleLateral | |||||
| UGL | bool | ||||
| ADSTime | float | 0 | 2 | ||
| IdlesOff | bool | ||||
| TargetYOffset | float | -180 | 180 | ||
| SpineAccelerationFB | float | -1 | 1 | ||
| SpineAccelerationLR | float | -1 | 1 | ||
| CrankX | float | 0 | 1 | ||
| CrankY | float | 0 | 1 | ||
| WeaponHeight | float | 50 | 120 | ||
| StepSize | float | 0 | 1 | ||
| WeaponDeployed | bool | ||||
| IsSimulatedIK | bool | ||||
| WeaponInspectionState | int | -2 | 2 | ||
| ItemInspectionState | int | 0 | 1 | ||
| Vehicle_Wobble | float | 0 | 1 | ||
| GetInNoBlending | bool | ||||
| CyclicAside | float | -1 | 1 | rotor mast machinery (or rotor) animations based on cyclic controls | |
| Collective | float | -1 | 1 | Helicopter collective source | |
| CyclicForward | float | -1 | 1 | rotor mast machinery (or rotor) animations based on cyclic controls | |
| AntiTorque | float | -1 | 1 | ||
| GearFB | float | 0 | 0.09 | Used in conjunction with Depth Front/Back parameter located in BaseLoadoutClothComponent. Controls Z forward offset of held weapon | |
| GearLR | float | 0 | 0.08 | Used in conjunction with Depth Left/Right parameter located in BaseLoadoutClothComponent. Controls left X offset of elbows when cloth is equipped | |
| Facial | float | 0 | 1 | ||
| UnconsciousPose | int | 1 | 5 | ||
| VehicleSpeed | float | 0 | 100 | Vehicle speed in m/s | |
| ADSOffsetHorizontal | float | -10 | 10 | ||
| ADSOffsetVertical | float | -10 | 10 | ||
| Stamina | float | 0 | 1 | ||
| IsControlledByPlayer | bool | True if character is controlled by player. Currently it is used to disable idle animations on player controlled characters |