Animation Editor: Human Variables – Arma Reforger

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{| class="wikitable"
{| class="wikitable sortable"
! Variable Name
! Variable Name
! Type
! Type
Line 5: Line 5:
! Max
! Max
! Usage
! Usage
!Used In
|-
|-
| MovementSpeed
| MovementSpeed
| Float
| 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
| 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
Line 35: Line 54:
| 180
| 180
| Used for look at
| Used for look at
|
|-
|-
| LookY
| LookY
Line 41: Line 61:
| 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
|Weapon
|-
|-
| 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
Line 77: Line 103:
| 180
| 180
| Used for aiming
| Used for aiming
|Weapon
|-
|-
| AimY
| AimY
Line 83: Line 110:
| 90
| 90
| Used for aiming
| Used for aiming
|Weapon
|-
|-
| 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
Line 95: Line 124:
| 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
Line 101: Line 131:
| 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
Line 113: Line 152:
| 180
| 180
| Used by character controller
| Used by character controller
|
|-
|-
| DamageDirection
| DamageDirection
Line 119: Line 159:
| 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
Line 125: Line 166:
| 180
| 180
| Used by character controller
| Used by character controller
|
|-
|-
| AimTransX
| AimTransX
Line 131: Line 173:
| 100
| 100
| Used by character controller
| Used by character controller
|
|-
|-
| AimTransY
| AimTransY
Line 137: Line 180:
| 100
| 100
| Used by character controller
| Used by character controller
|
|-
|-
| AimTransZ
| AimTransZ
Line 143: Line 187:
| 100
| 100
| Used by character controller
| Used by character controller
|
|-
|-
| VehicleType
| VehicleType
Line 149: Line 194:
| 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
Line 155: Line 201:
| 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
|Vehicle
|-
|-
| 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
|Vehicle
|-
|-
| 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
|Vehicle
|-
|-
| 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
|Vehicle
|-
|-
| VehicleAccelerationFB
| VehicleAccelerationFB
Line 178: Line 228:
| -1
| -1
| 1
| 1
|Vehicle acceleration force (front/back)
|
|
|-
|-
Line 184: Line 235:
| -1
| -1
| 1
| 1
|Vehicle acceleration force (left/right)
|
|
|-
|-
Line 190: Line 242:
| 0
| 0
| 1
| 1
|
|
|
|-
|-
Line 196: Line 249:
| -2
| -2
| 2
| 2
|
|
|-
|Look
|bool
|
|
|
|
|
|-
|-
Line 202: Line 263:
|
|
|
|
|
|True when weapon is being fired
|Weapon
|-
|-
| SeatPositionType
| SeatPositionType
Line 208: Line 270:
| 0
| 0
| 15
| 15
|See [[Arma Reforger:Animation Editor: Vehicle Action Commands#SeatPositionType|Vehicle Actions Commands]]
|
|
|-
|-
| DebugNewAimTurns
| DebugNewAimTurns
| bool
| bool
|
|
|
|
|
Line 220: Line 284:
| -90
| -90
| 90
| 90
|
|
|
|-
|-
Line 226: Line 291:
|
|
|
|
|
|True when vehicle horn is active
|Vehicle
|-
|-
| LeftHandGadget
| LeftHandGadget
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
|Weapon
|-
|-
| LastBullet
| LastBullet
Line 250: Line 319:
|
|
|
|
|
|Was the last bullet being fired? Can be used for weapons which holds bolt back after last round
|Weapon
|-
|-
| Empty
| Empty
Line 256: Line 326:
|
|
|
|
|
|True when weapon is empty
|Weapon
|-
|-
| Cocked
| Cocked
Line 262: Line 333:
|
|
|
|
|
|True when weapon (pistol) is cocked
|Weapon
|-
|-
| Focused
| Focused
Line 268: Line 340:
|
|
|
|
|
|True when gadget (like compass or binoculars) is focused
|Gadget
|-
|-
| State
| State
Line 274: Line 347:
| -1
| -1
| 2
| 2
|
|Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto
|Weapon
|-
|-
| WeaponType
| WeaponType
Line 280: Line 354:
| 0
| 0
| 20
| 20
|
|
|
|-
|-
Line 286: Line 361:
|
|
|
|
|True when character is supposed to bandage himself (instead of i.e. other character)
|
|
|-
|-
Line 292: Line 368:
|
|
|
|
|True when freelook is activated
|
|
|-
|-
Line 298: Line 375:
| 0
| 0
| 210
| 210
|
|
|
|-
|-
Line 304: Line 382:
| 0
| 0
| 2
| 2
|
|
|
|-
|-
Line 310: Line 389:
| 1
| 1
| 8
| 8
|Controls which body part should be bandaged
|
|
|-
|-
Line 316: Line 396:
| -1
| -1
| 1
| 1
|
|
|
|-
|-
| NewTurns
| NewTurns
| bool
| bool
|
|
|
|
|
Line 328: Line 410:
|
|
|
|
|
|True when character is driver of the vehicle
|Vehicle
|-
|-
| WeaponObstructionFloat
| WeaponObstructionFloat
Line 334: Line 417:
| 0
| 0
| 1
| 1
|
|
|
|-
|-
Line 340: Line 424:
| -90
| -90
| 90
| 90
|
|
|-
|FloorAngleLateral
|
|
|
|
|
|
|-
|-
Line 346: Line 438:
|
|
|
|
|
|
|-
|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
|Weapon
|-
|ItemInspectionState
|int
|0
|1
|State of item inspection
|Gadget
|-
|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
|
|
|}
|}

Latest revision as of 14:58, 2 December 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 Vehicle
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 Weapon
ItemInspectionState int 0 1 State of item inspection Gadget
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