Animation Editor: Human Variables – Arma Reforger
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{| class="wikitable" | {| class="wikitable sortable" | ||
! Variable Name | ! Variable Name | ||
! Type | ! Type |
Revision as of 13:27, 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 | Weapon | ||
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 | Weapon |
AimY | float | -90 | 90 | Used for aiming | Weapon |
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 | Vehicle |
VehicleThrottle | float | 0.0 | 1.0 | This controls how much the throttle foot is pushing down | Vehicle |
VehicleClutch | float | 0.0 | 1.0 | This controls how much the clutch foot is pushing down | Vehicle |
VehicleBrake | bool | This makes the character brake, which overrides the VehicleClutch variable | Vehicle | ||
VehicleAccelerationFB | float | -1 | 1 | Vehicle acceleration force (front/back) | |
VehicleAccelerationLR | float | -1 | 1 | Vehicle acceleration force (left/right) | |
Recoil | float | 0 | 1 | ||
LadderMovement | int | -2 | 2 | ||
Look | bool | ||||
Firing | bool | True when weapon is being fired | Weapon | ||
SeatPositionType | int | 0 | 15 | See Vehicle Actions Commands | |
DebugNewAimTurns | bool | ||||
AimTurnX | float | -90 | 90 | ||
Horn | bool | True when vehicle horn is active | |||
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 | Weapon | ||
LastBullet | bool | Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | Weapon | ||
Empty | bool | True when weapon is empty | Weapon | ||
Cocked | bool | True when weapon (pistol) is cocked | Weapon | ||
Focused | bool | True when gadget (like compass or binoculars) is focused | Gadget | ||
State | int | -1 | 2 | Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | Weapon |
WeaponType | int | 0 | 20 | ||
BandageSelf | bool | True when character is supposed to bandage himself (instead of i.e. other character) | |||
FreeLook | bool | True when freelook is activated | |||
ObstacleHeight | float | 0 | 210 | ||
ObstructionTEST | float | 0 | 2 | ||
BodyPart | int | 1 | 8 | Controls which body part should be bandaged | |
BankAmount | float | -1 | 1 | ||
NewTurns | bool | ||||
IsDriver | bool | True when character is driver of the vehicle | Vehicle | ||
WeaponObstructionFloat | float | 0 | 1 | ||
FloorAngle | float | -90 | 90 | ||
FloorAngleLateral | |||||
UGL | bool | ||||
ADSTime | float | 0 | 2 | ||
IdlesOff | bool | When true, idle animations on given character are disabled | |||
TargetYOffset | float | -180 | 180 | ||
SpineAccelerationFB | float | -1 | 1 | ||
SpineAccelerationLR | float | -1 | 1 | Vehicle | |
CrankX | float | 0 | 1 | ||
CrankY | float | 0 | 1 | ||
WeaponHeight | float | 50 | 120 | ||
StepSize | float | 0 | 1 | ||
WeaponDeployed | bool | True when weapon is deployed | Weapon | ||
IsSimulatedIK | bool | ||||
WeaponInspectionState | int | -2 | 2 | State of weapon inspection | |
ItemInspectionState | int | 0 | 1 | State of item inspection | |
Vehicle_Wobble | float | 0 | 1 | Character wobble factor in vehicles. Depends on the roughness of terrain vehicle is ridding on | Vehicle |
GetInNoBlending | bool | Helicopter | |||
CyclicAside | float | -1 | 1 | Rotor mast machinery (or rotor) animations based on cyclic controls | Helicopter |
Collective | float | -1 | 1 | Helicopter collective source | Helicopter |
CyclicForward | float | -1 | 1 | Rotor mast machinery (or rotor) animations based on cyclic controls | Helicopter |
AntiTorque | float | -1 | 1 | Helicopter anti torque variable | Helicopter |
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 | Controls unconscious facial animation | |
UnconsciousPose | int | 1 | 5 | Controls which unconscious pose will character end up | |
VehicleSpeed | float | 0 | 100 | Vehicle speed in m/s | Vehicle |
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 |