Weapon Components – Arma Reforger

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m (Text replacement - " " to " ")
m (Some wiki formatting)
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{{TOC|side}}
{{TOC|side}}
= Slot Classes =
= Slot Classes =


== PointInfo ==
== PointInfo ==
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Pivot ID ====
==== Pivot ID ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Name of Pivot ID. This list is populated by bones and empty object from the mesh. Please note that sometimes that list might be empty, even though mesh has bones. In such situation it is enough to go to another component and then get back to it again.
| Name of Pivot ID. This list is populated by bones and empty object from the mesh. Please note that sometimes that list might be empty, even though mesh has bones. In such situation it is enough to go to another component and then get back to it again.
|-
|-
| colspan="1" |
|
==== Offset ====
==== Offset ====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |meters
| meters
| colspan="1" |Offset from the origin
| Offset from the origin
|-
|-
| colspan="1" |
|
==== Angles ====
==== Angles ====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |degrees
| degrees
| colspan="1" |Orientation around axes
| Orientation around axes
|}
|}


== EntitySlotInfo ==
== EntitySlotInfo ==
''Inherits from PointInfo''
''Inherits from PointInfo''


''Requires name''
''Requires name''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Auto Transform ====
==== Auto Transform ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |If this option is set to true, then attached prefab will move with parent object
| If this option is set to true, then attached prefab will move with parent object
|-
|-
| colspan="1" |
|
==== Child Pivot ID ====
==== Child Pivot ID ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Offset defined by child node
| Offset defined by child node
|-
|-
| colspan="1" |
|
==== Enabled ====
==== Enabled ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
==== Prefab ====
==== Prefab ====
| colspan="1" |''resource''  
| ''resource''
| colspan="1" |.et
| .et
| colspan="1" |Name of the resource which should be attached to parent object
| Name of the resource which should be attached to parent object
|-
|-
| colspan="1" |
|
==== Disable Physics Interaction ====
==== Disable Physics Interaction ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should attached object not collide with any parent
| Should attached object not collide with any parent
|-
|-
| colspan="1" |
|
==== Inherit Parent Skeleton ====
==== Inherit Parent Skeleton ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should attached object inherit parent skeleton
| Should attached object inherit parent skeleton
|-
|-
| colspan="1" |
|
==== Activate Physics On Detaching ====
==== Activate Physics On Detaching ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should physics be activated when entity is detached from slot?
| Should physics be activated when entity is detached from slot?
|-
|-
| colspan="1" |
|
==== Deactivate Physics On Attaching ====
==== Deactivate Physics On Attaching ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should physics be deactivated when entity is atached to slot?
| Should physics be deactivated when entity is atached to slot?
|}
|}


== InventoryStorageSlot ==
== InventoryStorageSlot ==
''Inherits from EntitySlotInfo''
''Inherits from EntitySlotInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Name ====
==== Name ====
| colspan="1" |string
| string
| colspan="1" |
|
| colspan="1" |'''editor only''' human readable name of the slot. Has no effect on the functionality whatsoever
| '''editor only''' human readable name of the slot. Has no effect on the functionality whatsoever
|}
|}


== EquipmentStorageSlot ==
== EquipmentStorageSlot ==
''Inherits from InventoryStorageSlot''
''Inherits from InventoryStorageSlot''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Allowed Item Types ====
==== Allowed Item Types ====
| colspan="1" |''array of strings''
| ''array of strings''
| colspan="1" |
|
| colspan="1" |Item types that are allowed to be attached to current slot (see ECommonItemType enum for possible values)
| Item types that are allowed to be attached to current slot (see ECommonItemType enum for possible values)
|-
|-
| colspan="1" |
|
==== Affected By Occluders ====
==== Affected By Occluders ====
| colspan="1" |''array of strings''
| ''array of strings''
| colspan="1" |
|
| colspan="1" |Loadout ocluder types that disable item in this slot
| Loadout ocluder types that disable item in this slot
|-
|-
| colspan="1" |
|
==== Animated Mesh Reference ====
==== Animated Mesh Reference ====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |xob
| xob
| colspan="1" |In case of entity owner have changeable mesh at runtime, setting animated mesh reference allows you to configure alternative state of slot transformation
| In case of entity owner have changeable mesh at runtime, setting animated mesh reference allows you to configure alternative state of slot transformation
|}
|}


== SCR_EquipmentStorageSlot ==
== SCR_EquipmentStorageSlot ==
''Inherits from EquipmentStorageSlot''
''Inherits from EquipmentStorageSlot''


== LoadoutSlotInfo ==
== LoadoutSlotInfo ==
''Inherits from InventoryStorageSlot''
''Inherits from InventoryStorageSlot''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Area ====
==== Area ====
| colspan="1" |''integer''
| ''integer''
| colspan="1" |
|
| colspan="1" |Area this item is assigned to. Available options:
| Area this item is assigned to. Available options:


* None
* None
Line 164: Line 176:
* Attachment8
* Attachment8
|-
|-
| colspan="1" |
|
==== Meshes To Hide ====
==== Meshes To Hide ====
| colspan="1" |''array of strings''
| ''array of strings''
| colspan="1" |
|
| colspan="1" |Array of meshes which should be hidden when this item is equipped. List of meshes can be obtained by looking at the base body '''Meshes''' section under LOD settings
| Array of meshes which should be hidden when this item is equipped. List of meshes can be obtained by looking at the base body '''Meshes''' section under LOD settings
|}
|}


== RegisteringComponentSlotInfo ==
== RegisteringComponentSlotInfo ==
''Inherits from EntitySlotInfo''
''Inherits from EntitySlotInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Register Actions ====
==== Register Actions ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |register actions (defined in '''ActionsManagerComponent''') to parent entity
| register actions (defined in '''ActionsManagerComponent''') to parent entity
|-
|-
| colspan="1" |
|
==== Register Damage ====
==== Register Damage ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |register damage to parent entity
| register damage to parent entity
|-
|-
| colspan="1" |
|
==== Register Controllers ====
==== Register Controllers ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |register controllers to parent entity
| register controllers to parent entity
|-
|-
| colspan="1" |
|
==== Register Weapons ====
==== Register Weapons ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |register weapons to parent entity
| register weapons to parent entity
|-
|-
| colspan="1" |
|
==== Register Compartments ====
==== Register Compartments ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |register compartments (defined in '''SCR_BaseCompartmentManagerComponent''') to parent entity
| register compartments (defined in '''SCR_BaseCompartmentManagerComponent''') to parent entity
|-
|-
| colspan="1" |
|
==== Register Lights ====
==== Register Lights ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |register lights (defined in '''BaseLightManagerComponent''') to parent entity
| register lights (defined in '''BaseLightManagerComponent''') to parent entity
|}
|}


== SoundPointInfo ==
== SoundPointInfo ==
''Inherits from PointInfo''
''Inherits from PointInfo''


== DecalSlotInfo ==
== DecalSlotInfo ==
''Inherits from PointInfo''
''Inherits from PointInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Projection Offset ====
==== Projection Offset ====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Projection offset from PointInfo target transform
| Projection offset from PointInfo target transform
|-
|-
| colspan="1" |
|
==== Projection Rotation ====
==== Projection Rotation ====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |
|
| colspan="1" |Projection rotation around PointInfo target transform
| Projection rotation around PointInfo target transform
|-
|-
| colspan="1" |
|
==== Far Plane ====
==== Far Plane ====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Far plane - maximum distance for decal projection box
| Far plane - maximum distance for decal projection box
|-
|-
| colspan="1" |
|
==== Stretch ====
==== Stretch ====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Stretch of decal
| Stretch of decal
|-
|-
| colspan="1" |
|
==== Scale ====
==== Scale ====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Scale
| Scale
|-
|-
| colspan="1" |
|
==== Lifetime ====
==== Lifetime ====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Decal lifetime, value <= 0 is indeffinite
| Decal lifetime, value <= 0 is indeffinite
|-
|-
| colspan="1" |
|
==== Create On Init ====
==== Create On Init ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Create this decal on entity init
| Create this decal on entity init
|-
|-
| colspan="1" |
|
==== Debug Draw ====
==== Debug Draw ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Enable debug
| Enable debug
|-
|-
| colspan="1" |
|
==== Material ====
==== Material ====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |emat
| emat
| colspan="1" |Decal material
| Decal material
|}
|}


== EmissiveGlassSlot ==
== EmissiveGlassSlot ==
''Inherits fromEntitySlotInfo''
''Inherits fromEntitySlotInfo''


== EmissiveLightSurfaceSlot ==
== EmissiveLightSurfaceSlot ==
''Inherits fromEntitySlotInfo''
''Inherits fromEntitySlotInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Light Type ====
==== Light Type ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
==== Light Side ====
==== Light Side ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
==== Emissive On Multiplier ====
==== Emissive On Multiplier ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
==== Emissive Off Multiplier ====
==== Emissive Off Multiplier ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
==== Configurations Override ====
==== Configurations Override ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |
|
|}
|}


= UI Info Classes =
= UI Info Classes =


== UIInfo ==
== UIInfo ==
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Name ====
==== Name ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Name to be displayed in player UI
| Name to be displayed in player UI
|-
|-
| colspan="1" |
|
==== Description ====
==== Description ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Description text to be displayed in player UI
| Description text to be displayed in player UI
|-
|-
| colspan="1" |
|
==== Icon ====
==== Icon ====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |Resource for icon to be displayed in player UI
| Resource for icon to be displayed in player UI
|}
|}


== GrenadeUIInfo ==
== GrenadeUIInfo ==
''Inherits parameters from WeaponUIInfo & UIInfo''
''Inherits parameters from WeaponUIInfo & UIInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Icon Ammo Type ====
==== Icon Ammo Type ====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
==== Ammo Type ====
==== Ammo Type ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.
| Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.
|-
|-
| colspan="1" |
|
==== Show Ammo Type Text ====
==== Show Ammo Type Text ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |Show ammo type extra text next to ammo type icon(s) in Weapon Info UI.
| Show ammo type extra text next to ammo type icon(s) in Weapon Info UI.
|-
|-
| colspan="1" |
|
==== Ammo Type Flags ====
==== Ammo Type Flags ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |Set magazine ammo type flags
| Set magazine ammo type flags
|}
|}


== MagazineUIInfo ==
== MagazineUIInfo ==
''Inherits parameters from UIInfo''
''Inherits parameters from UIInfo''
{| class="wikitable"
{| class="wikitable"
| colspan="1" |
|
==== Show Caliber ====
==== Show Caliber ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
==== Ammo Caliber ====
==== Ammo Caliber ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Magazine ammunition caliber
| Magazine ammunition caliber
|-
|-
| colspan="1" |
|
==== Ammo Type ====
==== Ammo Type ====
| colspan="1" |string
| string
| colspan="1" |
|
| colspan="1" |Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.
| Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.
|-
|-
| colspan="1" |
|
==== Show Ammo Type Text ====
==== Show Ammo Type Text ====
| colspan="1" |bool
| bool
| colspan="1" |
|
| colspan="1" |Show ammo type extra text next to ammo type icon(s) in Weapon Info UI.
| Show ammo type extra text next to ammo type icon(s) in Weapon Info UI.
|-
|-
| colspan="1" |
|
==== Ammo Type Flags ====
==== Ammo Type Flags ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |Set magazine ammo type flags
| Set magazine ammo type flags
|-
|-
| colspan="1" |
|
==== Mag Indicator ====
==== Mag Indicator ====
| colspan="1" |class
| class
| colspan="1" |
|
| colspan="1" |
|
|}
|}


== MuzzleUIInfo ==
== MuzzleUIInfo ==
''Inherits parameters from UIInfo''
''Inherits parameters from UIInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Show Caliber ====
==== Show Caliber ====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Show caliber indicator in weapon UI.
| Show caliber indicator in weapon UI.
|-
|-
| colspan="1" |
|
==== Caliber ====
==== Caliber ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Caliber identification, e.g. 7.62×39mm
| Caliber identification, e.g. 7.62×39mm
|-
|-
| colspan="1" |
|
==== Firemode Icon Imageset ====
==== Firemode Icon Imageset ====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |imageset
| imageset
| colspan="1" |Imageset with most of weapon info textures
| Imageset with most of weapon info textures
|-
|-
| colspan="1" |
|
==== Firemode Glow Imageset ====
==== Firemode Glow Imageset ====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |Imageset with most of weapon info textures
| Imageset with most of weapon info textures
|-
|-
| colspan="1" |
|
==== Firemode Single ====
==== Firemode Single ====
| colspan="1" |string
| string
| colspan="1" |
|
| colspan="1" |Name of the icon representing single fire mode in '''Firemode Icon Imageset'''
| Name of the icon representing single fire mode in '''Firemode Icon Imageset'''
|-
|-
| colspan="1" |
|
==== Firemode Burst ====
==== Firemode Burst ====
| colspan="1" |string
| string
| colspan="1" |
|
| colspan="1" |Name of the icon representing burst fire mode in '''Firemode Icon Imageset'''
| Name of the icon representing burst fire mode in '''Firemode Icon Imageset'''
|-
|-
| colspan="1" |
|
==== Firemode Auto ====
==== Firemode Auto ====
| colspan="1" |string
| string
| colspan="1" |
|
| colspan="1" |Name of the icon representing full auto fire mode in '''Firemode Icon Imageset'''
| Name of the icon representing full auto fire mode in '''Firemode Icon Imageset'''
|-
|-
| colspan="1" |
|
==== Firemode Safty ====
==== Firemode Safty ====
| colspan="1" |string
| string
| colspan="1" |
|
| colspan="1" |Name of the icon representing safe mode in '''Firemode Icon Imageset'''
| Name of the icon representing safe mode in '''Firemode Icon Imageset'''
|-
|-
| colspan="1" |
|
==== Mag Indicator ====
==== Mag Indicator ====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |
|
|}
|}


== SCR_FactionUIInfo ==
== SCR_FactionUIInfo ==
''Inherits parameters from UIInfo''
''Inherits parameters from UIInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |Name Upper
| Name Upper
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Name of the faction in upper case
| Name of the faction in upper case
|}
|}


== WeaponUIInfo ==
== WeaponUIInfo ==
''Inherits parameters from UIInfo''
''Inherits parameters from UIInfo''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
==== Show Weapon Name ====
==== Show Weapon Name ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Show weapon name indicator in weapon UI
| Show weapon name indicator in weapon UI
|-
|-
| colspan="1" |
|
==== Mag Indicator ====
==== Mag Indicator ====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |
|
|}
|}


= General components =
= General components =


== ActionsManagerComponent ==
== ActionsManagerComponent ==
This component is responsible for various interactions like picking up the weapon or some special interactions (custom action for i.e. folding iron sights)
This component is responsible for various interactions like picking up the weapon or some special interactions (custom action for i.e. folding iron sights)


== MeshObject ==
== MeshObject ==
Ideally, weapon should have some kind of mesh
Ideally, weapon should have some kind of mesh


* '''Object''' - path to weapon model
* '''Object''' - path to weapon model


== RigidBody ==
== RigidBody ==
Component responsible for physic simulation (including interactions) of the weapon. Requires MeshObject with at least one collider. Weapon should ideally have collision
Component responsible for physic simulation (including interactions) of the weapon. Requires MeshObject with at least one collider. Weapon should ideally have collision


* '''Layer Preset''' - should be empty
* '''Layer Preset''' - should be empty
* '''Model Geometry''' - should be checked - to use colliders in weapon model
* '''Model Geometry''' - should be checked - to use colliders in weapon model


== Hierarchy ==
== Hierarchy ==
Enables entity hierarchy (required by RplComponent)
Enables entity hierarchy (required by RplComponent)


== SignalsManagerComponent ==
== SignalsManagerComponent ==
Can be used for controlling values by animations, sounds, UI, particles and so on.
Can be used for controlling values by animations, sounds, UI, particles and so on.


* Doesn't require any extra configuration for weapon
* Doesn't require any extra configuration for weapon


== RplComponent ==
== RplComponent ==
Enables proper replication of this entity over network
Enables proper replication of this entity over network


= Weapon related components =
= Weapon related components =


== MuzzleEffectComponent ==
== MuzzleEffectComponent ==
Component responsible for muzzle flash effects. On weapons, scripted version (SCR_MuzzleEffectComponent) should be used
Component responsible for muzzle flash effects. On weapons, scripted version (SCR_MuzzleEffectComponent) should be used
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Auto Update =====
===== Auto Update =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should be updated independently of the component?
| Should be updated independently of the component?
|-
|-
| colspan="1" |
|
===== Attach To Parent =====
===== Attach To Parent =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should be attached to parent entity
| Should be attached to parent entity
|-
|-
| colspan="1" |
|
===== Emitter Entity Class =====
===== Emitter Entity Class =====
| colspan="1" |''resource (.et)''
| ''resource (.et)''
| colspan="1" |
|
| colspan="1" |Entity class to be spawned, it will have particle effect as visual object
| Entity class to be spawned, it will have particle effect as visual object
|-
|-
| colspan="1" |
|
===== Particle Effect =====
===== Particle Effect =====
| colspan="1" |''resource (.ptc)''
| ''resource (.ptc)''
| colspan="1" |
|
| colspan="1" |Particle effect
| Particle effect
|-
|-
| colspan="1" |
|
===== Effect Orient Up =====
===== Effect Orient Up =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should effect be oriented Y up (true) or using parent entity normal (false)?
| Should effect be oriented Y up (true) or using parent entity normal (false)?
|-
|-
| colspan="1" |
|
===== Enabled On Dedicated Server =====
===== Enabled On Dedicated Server =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should the effect works on a dedicated server?
| Should the effect works on a dedicated server?
|-
|-
| colspan="1" |
|
===== Effect Position =====
===== Effect Position =====
| colspan="1" |''EntitySlotInfo''
| ''EntitySlotInfo''
| colspan="1" |
|
| colspan="1" |Position from which particle effect will originate
| Position from which particle effect will originate
|-
|-
| colspan="1" |
|
===== Reset On Fire =====
===== Reset On Fire =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Resets emitter when muzzle is fired
| Resets emitter when muzzle is fired
|}
|}


== SCR_MuzzleEffectComponent ==
== SCR_MuzzleEffectComponent ==
Defines muzzle flash particle effects (.ptc) and its effects
Defines muzzle flash particle effects (.ptc) and its effects


Line 617: Line 670:


=== Muzzle Flash ===
=== Muzzle Flash ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Col =====
===== Col =====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |color
| color
| colspan="1" |Color of muzzle flash effect
| Color of muzzle flash effect
|-
|-
| colspan="1" |
|
===== Radius Of Flash =====
===== Radius Of Flash =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Radius of muzzle flash effect
| Radius of muzzle flash effect
|-
|-
| colspan="1" |
|
===== LV =====
===== LV =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |LV of muzzle flash effect
| LV of muzzle flash effect
|-
|-
| colspan="1" |
|
===== EV Clip =====
===== EV Clip =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |EVClip of muzzle flash effect
| EVClip of muzzle flash effect
|-
|-
| colspan="1" |
|
===== Shadows =====
===== Shadows =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should muzzle effect cast shadows
| Should muzzle effect cast shadows
|-
|-
| colspan="1" |
|
===== Max Time Of Flash =====
===== Max Time Of Flash =====
| colspan="1" |''float''
| ''float''
| colspan="1" |seconds
| seconds
| colspan="1" |Maximumum time of muzzle flash effect
| Maximumum time of muzzle flash effect
|-
|-
| colspan="1" |
|
===== Offset =====
===== Offset =====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |
|
| colspan="1" |Offset of light from muzzle flash origin
| Offset of light from muzzle flash origin
|}
|}


== CaseEjectingEffectComponent ==
== CaseEjectingEffectComponent ==
Component responsible for simpler (compared to '''SCR_MuzzleEffectComponent''') particle effects when muzzle is being fired. Used for spent case effects and gun barrel smoke.
Component responsible for simpler (compared to '''SCR_MuzzleEffectComponent''') particle effects when muzzle is being fired. Used for spent case effects and gun barrel smoke.


Line 673: Line 729:
''Inherits from MuzzleEffectComponent''
''Inherits from MuzzleEffectComponent''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Water Surface =====
===== Water Surface =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Surface value for water
| Surface value for water
|-
|-
| colspan="1" |
|
===== Has Sound =====
===== Has Sound =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should the effect trigger sound?
| Should the effect trigger sound?
|}
|}


== SCR_MeleeWeaponProperties ==
== SCR_MeleeWeaponProperties ==
Defines melee attack properties of the weapon
Defines melee attack properties of the weapon


=== Global ===
=== Global ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Damage =====
===== Damage =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Size of damage dealt by the weapon
| Size of damage dealt by the weapon
|-
|-
| colspan="1" |
|
===== Range =====
===== Range =====
| colspan="1" |''float''
| ''float''
| colspan="1" |meters
| meters
| colspan="1" |Range of the weapon
| Range of the weapon
|-
|-
| colspan="1" |
|
===== Execution Time =====
===== Execution Time =====
| colspan="1" |''float''
| ''float''
| colspan="1" |seconds
| seconds
| colspan="1" |How long it takes to execute the attack
| How long it takes to execute the attack
|}
|}


=== Hit detection ===
=== Hit detection ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Num Of Measurements =====
===== Num Of Measurements =====
| colspan="1" |''integer''
| ''integer''
| colspan="1" |
|
| colspan="1" |Number of measurements in frame
| Number of measurements in frame
|-
|-
| colspan="1" |
|
===== Collision Probes Pos =====
===== Collision Probes Pos =====
| colspan="1" |''array of vectors''
| ''array of vectors''
| colspan="1" |
|
| colspan="1" |List of coords where the collision probes will be placed (related to model)
| List of coords where the collision probes will be placed (related to model)
|-
|-
| colspan="1" |
|
===== Num Of Failed Probes Tolerance =====
===== Num Of Failed Probes Tolerance =====
| colspan="1" |''integer''
| ''integer''
| colspan="1" |
|
| colspan="1" |Number of failed probes check that cause the attack will be canceled immediately
| Number of failed probes check that cause the attack will be canceled immediately
|}
|}


== SCR_WeaponAttachmentsStorageComponent ==
== SCR_WeaponAttachmentsStorageComponent ==
Defines inventory properties of the weapon like display name, size, preview image and also '''weapon IK pose'''
Defines inventory properties of the weapon like display name, size, preview image and also '''weapon IK pose'''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Attributes =====
===== Attributes =====
| colspan="1" |''class''
| ''class''
| colspan="1" |SCR_ItemAttributeCollection
| SCR_ItemAttributeCollection
| colspan="1" |Class containing various item attributes
| Class containing various item attributes
|-
|-
| colspan="1" |
|
===== Wb Placement From Attributes =====
===== Wb Placement From Attributes =====
| colspan="1" |
|
| colspan="1" |
|
| colspan="1" |When placing item in world editor, respect properties specified in ItemAttributeCollection (listed in Attributes class)
| When placing item in world editor, respect properties specified in ItemAttributeCollection (listed in Attributes class)
|-
|-
| colspan="1" |
|
===== Priority =====
===== Priority =====
| colspan="1" |''integer''
| ''integer''
| colspan="1" |
|
| colspan="1" |Storage priority
| Storage priority
|-
|-
| colspan="1" |
|
===== Storage Purpose =====
===== Storage Purpose =====
| colspan="1" |''array of bools''
| ''array of bools''
| colspan="1" |
|
| colspan="1" |Storage usage purpose
| Storage usage purpose
|-
|-
| colspan="1" |
|
===== Use Capacity Coefficient =====
===== Use Capacity Coefficient =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Use item volume coefficient for capacity
| Use item volume coefficient for capacity
|-
|-
| colspan="1" |
|
===== Capacity Coefficient =====
===== Capacity Coefficient =====
| colspan="1" |''flooat''
| ''flooat''
| colspan="1" |
|
| colspan="1" |Ammount of item volume to be considered as allowed cumulative capacity. Only visible when Use Capacity Coefficient is set to true  
| Ammount of item volume to be considered as allowed cumulative capacity. Only visible when Use Capacity Coefficient is set to true
|-
|-
| colspan="1" |
|
===== Max Cumulative Volume =====
===== Max Cumulative Volume =====
| colspan="1" |''float''
| ''float''
| colspan="1" |cm^3
| cm^3
| colspan="1" |Maximum cumulative volume capacity in cm^3. Only visible when Use Capacity Coefficient is set to false
| Maximum cumulative volume capacity in cm^3. Only visible when Use Capacity Coefficient is set to false
|-
|-
| colspan="1" |
|
===== Max Item Size =====
===== Max Item Size =====
| colspan="1" |''float''
| ''float''
| colspan="1" |cm^3
| cm^3
| colspan="1" |Maximum allowed item size (item can be rotated) cm^3 Only visible when Use Capacity Coefficient is set to false
| Maximum allowed item size (item can be rotated) cm^3 Only visible when Use Capacity Coefficient is set to false
|}
|}


=== SCR_ItemAttributeCollection ===
=== SCR_ItemAttributeCollection ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Item Display Name =====
===== Item Display Name =====
| colspan="1" |''class''
| ''class''
| colspan="1" |MagazineUIInfo
| MagazineUIInfo
| colspan="1" |UI related attributes
| UI related attributes
|-
|-
| colspan="1" |
|
===== Item Phys Attributes =====
===== Item Phys Attributes =====
| colspan="1" |''class''
| ''class''
| colspan="1" |ItemPhysicalAttributes
| ItemPhysicalAttributes
| colspan="1" |Physical attributes
| Physical attributes
|-
|-
| colspan="1" |
|
===== Item Animation Attributes =====
===== Item Animation Attributes =====
| colspan="1" |''class''
| ''class''
| colspan="1" |ItemAnimationAttributes
| ItemAnimationAttributes
| colspan="1" |Animation attributes
| Animation attributes
|-
|-
| colspan="1" |
|
===== Custom Attributes =====
===== Custom Attributes =====
| colspan="1" |''array of classes''
| ''array of classes''
| colspan="1" |
|
| colspan="1" |Item specific attributes can be set here
| Item specific attributes can be set here
|-
|-
| colspan="1" |
|
===== Common Item Type =====
===== Common Item Type =====
| colspan="1" |''enum''
| ''enum''
| colspan="1" |
|
| colspan="1" |Common item type identifier. Available options:
| Common item type identifier. Available options:


* NONE
* NONE
Line 851: Line 914:
* WATCH
* WATCH
|-
|-
| colspan="1" |
|
===== Size =====
===== Size =====
| colspan="1" |''enum''
| ''enum''
| colspan="1" |
|
| colspan="1" |Slot size. Available options:
| Slot size. Available options:


* SLOT_1x1
* SLOT_1x1
Line 862: Line 925:
* SLOT_3x3
* SLOT_3x3
|-
|-
| colspan="1" |
|
===== Slot Type =====
===== Slot Type =====
| colspan="1" |''enum''
| ''enum''
| colspan="1" |
|
| colspan="1" |Slot type. Available options:
| Slot type. Available options:


* SLOT_ANY
* SLOT_ANY
Line 877: Line 940:
* SLOT_LOOT_STORAGE
* SLOT_LOOT_STORAGE
|-
|-
| colspan="1" |
|
===== Draggable =====
===== Draggable =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Sets item movable by drag'n'drop
| Sets item movable by drag'n'drop
|}
|}


== WeaponSoundComponent ==
== WeaponSoundComponent ==
Provides (signals) connection to sound engine
Provides (signals) connection to sound engine
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Mute =====
===== Mute =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should this component be muted by default?
| Should this component be muted by default?
|-
|-
| colspan="1" |
|
===== Filenames =====
===== Filenames =====
| colspan="1" |''array of resources''
| ''array of resources''
| colspan="1" |
|
| colspan="1" |List of audio projects which are assigned to this asset
| List of audio projects which are assigned to this asset
|-
|-
| colspan="1" |
|
===== On Frame Update =====
===== On Frame Update =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Enable/disable on-frame updating of the component
| Enable/disable on-frame updating of the component
|-
|-
| colspan="1" |
|
===== Script Callbacks =====
===== Script Callbacks =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Callbacks for scripted methods
| Callbacks for scripted methods
|-
|-
| colspan="1" |
|
===== Distance Management =====
===== Distance Management =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Updating sounds and ability to play them automatically enabled or disabled based on their distance from camera
| Updating sounds and ability to play them automatically enabled or disabled based on their distance from camera
|-
|-
| colspan="1" |
|
===== Include Inactive =====
===== Include Inactive =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Distance management for inactive component
| Distance management for inactive component
|-
|-
| colspan="1" |
|
===== Sound Points =====
===== Sound Points =====
| colspan="1" |''array of classes''
| ''array of classes''
| colspan="1" |SountPointInfo
| SountPointInfo
| colspan="1" |Array of custom of sound position. With this parameter it is possible to specify place from which the sound will be played
| Array of custom of sound position. With this parameter it is possible to specify place from which the sound will be played
|}
|}


== WeaponAnimationComponent ==
== WeaponAnimationComponent ==
General weapon animation components (includes weapon related animations for characters)
General weapon animation components (includes weapon related animations for characters)


Line 942: Line 1,009:
''Inherits from BaseItemAnimationComponent''
''Inherits from BaseItemAnimationComponent''
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Anim Graph =====
===== Anim Graph =====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |Animation graph resource
| Animation graph resource
|-
|-
| colspan="1" |
|
===== Anim Instance =====
===== Anim Instance =====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |Animation graph instance
| Animation graph instance
|-
|-
| colspan="1" |
|
===== Start Node =====
===== Start Node =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Node where to start from
| Node where to start from
|-
|-
| colspan="1" |
|
===== Always Active =====
===== Always Active =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should component be always active? Otherwise will be active only when synced with Character.
| Should component be always active? Otherwise will be active only when synced with Character.
|-
|-
| colspan="1" |
|
===== Anim Injection =====
===== Anim Injection =====
| colspan="1" |''class''
| ''class''
| colspan="1" |AnimationAttachmentInfo
| AnimationAttachmentInfo
| colspan="1" |Character animation injection to be set to character's anim graph attachment node
| Character animation injection to be set to character's anim graph attachment node
|-
|-
| colspan="1" |
|
===== Bind With Injection =====
===== Bind With Injection =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Bind commands only when character injection is setup
| Bind commands only when character injection is setup
|-
|-
| colspan="1" |
|
===== Auto Command Bind =====
===== Auto Command Bind =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Automatically Bind all commands from template
| Automatically Bind all commands from template
|-
|-
| colspan="1" |
|
===== Anim Commands To Bind =====
===== Anim Commands To Bind =====
| colspan="1" |''array of classes''
| ''array of classes''
| colspan="1" |
|
| colspan="1" |Only visible when Auto Command Bind is set to false
| Only visible when Auto Command Bind is set to false
|-
|-
| colspan="1" |
|
===== Auto Variables Bind =====
===== Auto Variables Bind =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Automatically Bind all variables from template
| Automatically Bind all variables from template
|-
|-
| colspan="1" |
|
===== Anim Variables To Bind =====
===== Anim Variables To Bind =====
| colspan="1" |''array of classes''
| ''array of classes''
| colspan="1" |
|
| colspan="1" |Only visible when Auto Variables Bind is set to false
| Only visible when Auto Variables Bind is set to false
|-
|-
| colspan="1" |
|
===== Mesh Visibility Configuration =====
===== Mesh Visibility Configuration =====
| colspan="1" |''class''
| ''class''
| colspan="1" |MeshesVisibilitySwitchConfig
| MeshesVisibilitySwitchConfig
| colspan="1" |Animation commands to be synchronized with character graph
| Animation commands to be synchronized with character graph
|-
|-
| colspan="1" |
|
===== Rest On Deactivation =====
===== Rest On Deactivation =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |On component deactivation, should the internal animation state be reset and the base pose applied?
| On component deactivation, should the internal animation state be reset and the base pose applied?
|-
|-
| colspan="1" |
|
===== Simulate On Headless =====
===== Simulate On Headless =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should we simulate current animations on headless builds?
| Should we simulate current animations on headless builds?
|-
|-
| colspan="1" |
|
===== Deactivation Delay =====
===== Deactivation Delay =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Delay before animations go to sleep when inactive state was requested
| Delay before animations go to sleep when inactive state was requested
|}
|}


=== AnimationAttachmentInfo ===
=== AnimationAttachmentInfo ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Anim Graph =====
===== Anim Graph =====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |Animation graph name
| Animation graph name
|-
|-
| colspan="1" |
|
===== Anim Instance =====
===== Anim Instance =====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |Animation graph instance
| Animation graph instance
|-
|-
| colspan="1" |
|
===== Start Node =====
===== Start Node =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Node where to start from
| Node where to start from
|-
|-
| colspan="1" |
|
===== Binding Name =====
===== Binding Name =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Binding name in root graph
| Binding name in root graph
|}
|}


== SightsComponent ==
== SightsComponent ==
GameComponet responsible for sights mechanics (like weapon ironsights)
GameComponet responsible for sights mechanics (like weapon ironsights)


Line 1,075: Line 1,145:


=== BaseSights ===
=== BaseSights ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Sights Positions =====
===== Sights Positions =====
| colspan="1" |''class''
| ''class''
| colspan="1" |PointInfo
| PointInfo
| colspan="1" |Position of the aiming down sight camera. Usually "eye" Pivot ID is used
| Position of the aiming down sight camera. Usually "eye" Pivot ID is used
|-
|-
| colspan="1" |
|
===== Sights Ranges =====
===== Sights Ranges =====
| colspan="1" |array
| array
| colspan="1" |SightRangeInfo
| SightRangeInfo
| colspan="1" |Zeroing Range, Rotation and Translation
| Zeroing Range, Rotation and Translation
|-
|-
| colspan="1" |
|
===== Sights Ranges Default Index =====
===== Sights Ranges Default Index =====
| colspan="1" |integer
| integer
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
===== Sights FOV Info =====
===== Sights FOV Info =====
| colspan="1" |''class''
| ''class''
| colspan="1" |SCR_FixedFOVInfo
| SCR_FixedFOVInfo
| colspan="1" |Field of View defining info object
| Field of View defining info object
|-
|-
| colspan="1" |
|
===== Sights Point Front =====
===== Sights Point Front =====
| colspan="1" |''class''
| ''class''
| colspan="1" |PointInfo
| PointInfo
| colspan="1" |The sight point further from the character's eye
| The sight point further from the character's eye
|-
|-
| colspan="1" |
|
===== Sights Point Rear =====
===== Sights Point Rear =====
| colspan="1" |''class''
| ''class''
| colspan="1" |PointInfo
| PointInfo
| colspan="1" |The sight point closer to the character's eye
| The sight point closer to the character's eye
|-
|-
| colspan="1" |
|
===== ADS Time =====
===== ADS Time =====
| colspan="1" |float
| float
| colspan="1" |seconds
| seconds
| colspan="1" |Time to ADS in seconds
| Time to ADS in seconds
|-
|-
| colspan="1" |
|
===== ADS Update Owner Activate State =====
===== ADS Update Owner Activate State =====
| colspan="1" |bool
| bool
| colspan="1" |
|
| colspan="1" |Activate/Deactivate owner on ADS
| Activate/Deactivate owner on ADS
|-
|-
| colspan="1" |
|
===== Camera Recoil Amount =====
===== Camera Recoil Amount =====
| colspan="1" |float
| float
| colspan="1" |
|
| colspan="1" |Percentage of recoil applied to camera (0-300%)
| Percentage of recoil applied to camera (0-300%)
|}
|}


=== Sound ===
=== Sound ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Sound Int =====
===== Sound Int =====
| colspan="1" |''integer''
| ''integer''
| colspan="1" |
|
| colspan="1" |Value of corresponding sound signal when sight is used.
| Value of corresponding sound signal when sight is used.
|}
|}


=== SCR_FixedFOVInfo ===
=== SCR_FixedFOVInfo ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Field Of View =====
===== Field Of View =====
| colspan="1" |''float''
| ''float''
| colspan="1" |degrees
| degrees
| colspan="1" |Fixed field of view in degrees
| Fixed field of view in degrees
|}
|}


=== SightRangeInfo ===
=== SightRangeInfo ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Range =====
===== Range =====
| colspan="1" |''integer''
| ''integer''
| colspan="1" |
|
| colspan="1" |Range information (x = animation value, y = range in meters)
| Range information (x = animation value, y = range in meters)
|-
|-
| colspan="1" |
|
===== Weapon Position =====
===== Weapon Position =====
| colspan="1" |class
| class
| colspan="1" |PointInfo
| PointInfo
| colspan="1" |ADS camera position adjustments for this Range
| ADS camera position adjustments for this Range
|}
|}


== AttachmentSlotComponent ==
== AttachmentSlotComponent ==
For attaching various attachment on weapon (scopes, flashlights, etc.).
For attaching various attachment on weapon (scopes, flashlights, etc.).


Should be child component of '''WeaponComponent''' (''for weapon related accessories like scopes, flashlights, etc'') '''or MuzzleComponent''' (''for muzzle related attachments like suppressors'')
Should be child component of '''WeaponComponent''' (''for weapon related accessories like scopes, flashlights, etc'') '''or MuzzleComponent''' (''for muzzle related attachments like suppressors'')
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Attachment Slot =====
===== Attachment Slot =====
| colspan="1" |''class''
| ''class''
| colspan="1" |
|
| colspan="1" |Defines position of the attachment
| Defines position of the attachment
|-
|-
| colspan="1" |
|
===== Attachment Type =====
===== Attachment Type =====
| colspan="1" |''class''
| ''class''
| colspan="1" |
|
| colspan="1" |Object which specifies compatibility.
| Object which specifies compatibility.
|}
|}


== WeaponComponent ==
== WeaponComponent ==
General weapon components.
General weapon components.


Line 1,216: Line 1,294:


=== Weapon Obstruction ===
=== Weapon Obstruction ===
This section contains various parameter related to procedural animations played when weapon is obstructed by some obstacle.
This section contains various parameter related to procedural animations played when weapon is obstructed by some obstacle.
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Should Handle Obstruction =====
===== Should Handle Obstruction =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should weapon obstruction be handled with current weapon in hands?
| Should weapon obstruction be handled with current weapon in hands?
|-
|-
| colspan="1" |
|
===== Ik Obstruction Enabled =====
===== Ik Obstruction Enabled =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should weapon obstruction be handled by applying IK offset to obstruction pose from SwayModifier?
| Should weapon obstruction be handled by applying IK offset to obstruction pose from SwayModifier?
|-
|-
| colspan="1" |
|
===== Obstruction Test Character Offset =====
===== Obstruction Test Character Offset =====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |
|
| colspan="1" |Offset from character obstruction reference point (neck), to weapon handling point
| Offset from character obstruction reference point (neck), to weapon handling point
|-
|-
| colspan="1" |
|
===== Obstruction Test Added Length =====
===== Obstruction Test Added Length =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Offset from trace endpoint (character reference point + character offset + weapon length) that will be include in obstruction test.
| Offset from trace endpoint (character reference point + character offset + weapon length) that will be include in obstruction test.
|-
|-
| colspan="1" |
|
===== Obstruction Test Breaking Threshold =====
===== Obstruction Test Breaking Threshold =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Maximum distance of weapon translation from obstacle before applying obstruction
| Maximum distance of weapon translation from obstacle before applying obstruction
|-
|-
| colspan="1" |
|
===== Obstruction Alpha Threshold =====
===== Obstruction Alpha Threshold =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Obstruction alpha after which weapon will be considered fully obstructed, which will prevent it from firing for example
| Obstruction alpha after which weapon will be considered fully obstructed, which will prevent it from firing for example
|-
|-
| colspan="1" |
|
===== Obstruction Test BB Scale =====
===== Obstruction Test BB Scale =====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |
|
| colspan="1" |Scale to apply to weapon bounding box when performing obstruction
| Scale to apply to weapon bounding box when performing obstruction
|}
|}


=== Camera Impact ===
=== Camera Impact ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Sights Camera Roll Scaler =====
===== Sights Camera Roll Scaler =====
| colspan="1" |''float''
| ''float''
| colspan="1" |
|
| colspan="1" |Recoil Roll (angular Z rotation) camera scaler, 0 allowed
| Recoil Roll (angular Z rotation) camera scaler, 0 allowed
|}
|}


=== Sound ===
=== Sound ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
====== Sound Int ======
====== Sound Int ======
| colspan="1" |''integer''
| ''integer''
| colspan="1" |
|
| colspan="1" |Value of corresponding sound signal when weapon is hold
| Value of corresponding sound signal when weapon is hold
|}
|}


=== Rest ===
=== Rest ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Signals Source Access =====
===== Signals Source Access =====
| colspan="1" |''class''
| ''class''
| colspan="1" |
|
| colspan="1" |
|
|-
|-
| colspan="1" |
|
===== Use Aiming Type =====
===== Use Aiming Type =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Defines which aiming component will be used
| Defines which aiming component will be used


Available options:
Available options:
Line 1,320: Line 1,402:
* TargetingPod
* TargetingPod
|-
|-
| colspan="1" |
|
===== Is Throwable =====
===== Is Throwable =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Is this weapon a throwable item (like grenade)?
| Is this weapon a throwable item (like grenade)?
|-
|-
| colspan="1" |
|
===== Weapon Type =====
===== Weapon Type =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Defines how AI will recognize this weapon.
| Defines how AI will recognize this weapon.


Available options:
Available options:
Line 1,344: Line 1,426:
* SmokeGrenade
* SmokeGrenade
|-
|-
| colspan="1" |
|
===== UI Info =====
===== UI Info =====
| colspan="1" |''class''
| ''class''
| colspan="1" |WeaponUIInfo
| WeaponUIInfo
| colspan="1" |
|
|-
|-
| colspan="1" |
|
===== Weapon Slot Type =====
===== Weapon Slot Type =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Weapon slot type
| Weapon slot type
|-
|-
| colspan="1" |
|
===== Weapon Offset =====
===== Weapon Offset =====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |
|
| colspan="1" |Linear offset of weapon when held
| Linear offset of weapon when held
|-
|-
| colspan="1" |
|
===== Weapon Offset ADS =====
===== Weapon Offset ADS =====
| colspan="1" |''vector''
| ''vector''
| colspan="1" |
|
| colspan="1" |Linear offset of weapon when aiming
| Linear offset of weapon when aiming
|-
|-
| colspan="1" |
|
===== Can Be On Sling =====
===== Can Be On Sling =====
| colspan="1" |''bool''
| ''bool''
| colspan="1" |
|
| colspan="1" |Should current weapon be allowed to be placed on sling?
| Should current weapon be allowed to be placed on sling?
|}
|}


== MuzzleComponent ==
== MuzzleComponent ==
Responsible for "firing" part of weapon, has definition of muzzle, fire modes, magazine compatibility (magwells), magazine position, recoil, spread and sway
Responsible for "firing" part of weapon, has definition of muzzle, fire modes, magazine compatibility (magwells), magazine position, recoil, spread and sway


Should be child component of one of the '''WeaponComponent'''  
Should be child component of one of the '''WeaponComponent'''


=== Magazine ===
=== Magazine ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Magazine Well =====
===== Magazine Well =====
| colspan="1" |''class''
| ''class''
| colspan="1" |
|
| colspan="1" |This parameter defines Magazine Well class of muzzle. All magazines which are also using same '''Magazine Well''' class (or one parented to it) will be usable in this muzzle
| This parameter defines Magazine Well class of muzzle. All magazines which are also using same '''Magazine Well''' class (or one parented to it) will be usable in this muzzle
|-
|-
| colspan="1" |
|
===== Magazine Template =====
===== Magazine Template =====
| colspan="1" |''resource''
| ''resource''
| colspan="1" |
|
| colspan="1" |This parameter defines which magazine prefab is pre-attached to weapon. If you want to have no magazine attached to weapon by default, leave this parameter empty
| This parameter defines which magazine prefab is pre-attached to weapon. If you want to have no magazine attached to weapon by default, leave this parameter empty
|-
|-
| colspan="1" |
|
===== Magazine Position =====
===== Magazine Position =====
| colspan="1" |''class''
| ''class''
| colspan="1" |InventoryStorageSlot
| InventoryStorageSlot
| colspan="1" |Defines where magazines are attached. Usually '''Pivot ID''' "''slot_magazine''" is used and '''Child Pivot ID''' "''snap_weapon''"
| Defines where magazines are attached. Usually '''Pivot ID''' "''slot_magazine''" is used and '''Child Pivot ID''' "''snap_weapon''"
|}
|}


=== Weapon moddifiers ===
=== Weapon moddifiers ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Weapon Aim Modifiers =====
===== Weapon Aim Modifiers =====
| colspan="1" |''array of classes''
| ''array of classes''
| colspan="1" |''...AimModifier'' classes
| ''...AimModifier'' classes
| colspan="1" |
|
|-
|-
| colspan="1" |
|
===== Bullet Init Speed Coef =====
===== Bullet Init Speed Coef =====
| colspan="1" |''float''
| ''float''
| colspan="1" |coefficient
| coefficient
| colspan="1" |How much this muzzle changes initial speed of bullet. F.e. longer barrels achieve higher velocity.
| How much this muzzle changes initial speed of bullet. F.e. longer barrels achieve higher velocity.
|-
|-
| colspan="1" |
|
===== Dispersion Diameter =====
===== Dispersion Diameter =====
| colspan="1" |''float''
| ''float''
| colspan="1" |meters
| meters
| colspan="1" |Diameter of dispersion cone at Dispersion Range.
| Diameter of dispersion cone at Dispersion Range.
|-
|-
| colspan="1" |
|
===== Dispersion Range =====
===== Dispersion Range =====
| colspan="1" |''float''
| ''float''
| colspan="1" |meters
| meters
| colspan="1" |Distance from target where Dispersion Diameter is being measured
| Distance from target where Dispersion Diameter is being measured
|}
|}


=== Fire Modes ===
=== Fire Modes ===
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Fire Modes =====
===== Fire Modes =====
| colspan="1" |
|
==== ''array of classes'' ====
==== ''array of classes'' ====
| colspan="1" |
|
==== BaseFireMode ====
==== BaseFireMode ====
| colspan="1" |Array of weapon fire modes
| Array of weapon fire modes
|}
|}


==== BaseFireMode ====
==== BaseFireMode ====
{| class="wikitable"
{| class="wikitable"
! colspan="1" |Param
! Param
! colspan="1" |Type
! Type
! colspan="1" |Unit
! Unit
! colspan="1" |Description
! Description
|-
|-
| colspan="1" |
|
===== Max Burst =====
===== Max Burst =====
| colspan="1" |''float''
| ''float''
| colspan="1" |rounds
| rounds
| colspan="1" |Max amount of bullets that will be fired one after another when trigger is pressed. Behavior is further defined by '''Burst Type''' parameter
| Max amount of bullets that will be fired one after another when trigger is pressed. Behavior is further defined by '''Burst Type''' parameter
|-
|-
| colspan="1" |
|
===== Burst Type =====
===== Burst Type =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |Only visible when '''Max Burst''' is above 0
| Only visible when '''Max Burst''' is above 0


Available options
Available options
Line 1,479: Line 1,566:
* '''InterruptableAndReseting -''' As above but without burst memory
* '''InterruptableAndReseting -''' As above but without burst memory
|-
|-
| colspan="1" |
|
===== Max Salvo =====
===== Max Salvo =====
| colspan="1" |''float''
| ''float''
| colspan="1" |rounds
| rounds
| colspan="1" |Amount of bullets fired at once after pressing trigger once
| Amount of bullets fired at once after pressing trigger once
|-
|-
| colspan="1" |
|
===== Rounds Per Minute =====
===== Rounds Per Minute =====
| colspan="1" |''float''
| ''float''
| colspan="1" |rounds per minute
| rounds per minute
| colspan="1" |Cyclic rate of fire of weapon in rounds per minute
| Cyclic rate of fire of weapon in rounds per minute
|-
|-
| colspan="1" |
|
===== UI Name =====
===== UI Name =====
| colspan="1" |''string''
| ''string''
| colspan="1" |
|
| colspan="1" |UI Name - unused
| UI Name - unused
|}
|}




{{GameCategory|armaR|Modding|Guidelines|Assets}}
{{GameCategory|armaR|Modding|Guidelines|Assets}}

Revision as of 13:16, 15 September 2022

Slot Classes

PointInfo

Param Type Unit Description

Pivot ID

string Name of Pivot ID. This list is populated by bones and empty object from the mesh. Please note that sometimes that list might be empty, even though mesh has bones. In such situation it is enough to go to another component and then get back to it again.

Offset

vector meters Offset from the origin

Angles

vector degrees Orientation around axes


EntitySlotInfo

Inherits from PointInfo

Requires name

Param Type Unit Description

Auto Transform

bool If this option is set to true, then attached prefab will move with parent object

Child Pivot ID

string Offset defined by child node

Enabled

Prefab

resource .et Name of the resource which should be attached to parent object

Disable Physics Interaction

bool Should attached object not collide with any parent

Inherit Parent Skeleton

bool Should attached object inherit parent skeleton

Activate Physics On Detaching

bool Should physics be activated when entity is detached from slot?

Deactivate Physics On Attaching

bool Should physics be deactivated when entity is atached to slot?


InventoryStorageSlot

Inherits from EntitySlotInfo

Param Type Unit Description

Name

string editor only human readable name of the slot. Has no effect on the functionality whatsoever


EquipmentStorageSlot

Inherits from InventoryStorageSlot

Param Type Unit Description

Allowed Item Types

array of strings Item types that are allowed to be attached to current slot (see ECommonItemType enum for possible values)

Affected By Occluders

array of strings Loadout ocluder types that disable item in this slot

Animated Mesh Reference

resource xob In case of entity owner have changeable mesh at runtime, setting animated mesh reference allows you to configure alternative state of slot transformation


SCR_EquipmentStorageSlot

Inherits from EquipmentStorageSlot


LoadoutSlotInfo

Inherits from InventoryStorageSlot

Param Type Unit Description

Area

integer Area this item is assigned to. Available options:
  • None
  • HeadCover
  • FaceCover
  • Jacket
  • Vest
  • Pants
  • Boots
  • Cover
  • Backpack
  • Attachment1
  • Attachment2
  • Attachment3
  • Attachment4
  • Attachment5
  • Attachment6
  • Attachment7
  • Attachment8

Meshes To Hide

array of strings Array of meshes which should be hidden when this item is equipped. List of meshes can be obtained by looking at the base body Meshes section under LOD settings


RegisteringComponentSlotInfo

Inherits from EntitySlotInfo

Param Type Unit Description

Register Actions

bool register actions (defined in ActionsManagerComponent) to parent entity

Register Damage

bool register damage to parent entity

Register Controllers

bool register controllers to parent entity

Register Weapons

bool register weapons to parent entity

Register Compartments

bool register compartments (defined in SCR_BaseCompartmentManagerComponent) to parent entity

Register Lights

bool register lights (defined in BaseLightManagerComponent) to parent entity


SoundPointInfo

Inherits from PointInfo


DecalSlotInfo

Inherits from PointInfo

Param Type Unit Description

Projection Offset

float Projection offset from PointInfo target transform

Projection Rotation

vector Projection rotation around PointInfo target transform

Far Plane

float Far plane - maximum distance for decal projection box

Stretch

float Stretch of decal

Scale

float Scale

Lifetime

float Decal lifetime, value <= 0 is indeffinite

Create On Init

bool Create this decal on entity init

Debug Draw

bool Enable debug

Material

resource emat Decal material


EmissiveGlassSlot

Inherits fromEntitySlotInfo


EmissiveLightSurfaceSlot

Inherits fromEntitySlotInfo

Param Type Unit Description

Light Type

Light Side

Emissive On Multiplier

Emissive Off Multiplier

Configurations Override


UI Info Classes

UIInfo

Param Type Unit Description

Name

string Name to be displayed in player UI

Description

string Description text to be displayed in player UI

Icon

resource Resource for icon to be displayed in player UI


GrenadeUIInfo

Inherits parameters from WeaponUIInfo & UIInfo

Param Type Unit Description

Icon Ammo Type

resource

Ammo Type

Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.

Show Ammo Type Text

Show ammo type extra text next to ammo type icon(s) in Weapon Info UI.

Ammo Type Flags

Set magazine ammo type flags


MagazineUIInfo

Inherits parameters from UIInfo

Show Caliber

bool

Ammo Caliber

string Magazine ammunition caliber

Ammo Type

string Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.

Show Ammo Type Text

bool Show ammo type extra text next to ammo type icon(s) in Weapon Info UI.

Ammo Type Flags

Set magazine ammo type flags

Mag Indicator

class


MuzzleUIInfo

Inherits parameters from UIInfo

Param Type Unit Description

Show Caliber

bool Show caliber indicator in weapon UI.

Caliber

string Caliber identification, e.g. 7.62×39mm

Firemode Icon Imageset

resource imageset Imageset with most of weapon info textures

Firemode Glow Imageset

resource Imageset with most of weapon info textures

Firemode Single

string Name of the icon representing single fire mode in Firemode Icon Imageset

Firemode Burst

string Name of the icon representing burst fire mode in Firemode Icon Imageset

Firemode Auto

string Name of the icon representing full auto fire mode in Firemode Icon Imageset

Firemode Safty

string Name of the icon representing safe mode in Firemode Icon Imageset

Mag Indicator


SCR_FactionUIInfo

Inherits parameters from UIInfo

Param Type Unit Description
Name Upper string Name of the faction in upper case


WeaponUIInfo

Inherits parameters from UIInfo

Param Type Unit Description

Show Weapon Name

string Show weapon name indicator in weapon UI

Mag Indicator

string


General components

ActionsManagerComponent

This component is responsible for various interactions like picking up the weapon or some special interactions (custom action for i.e. folding iron sights)


MeshObject

Ideally, weapon should have some kind of mesh

  • Object - path to weapon model


RigidBody

Component responsible for physic simulation (including interactions) of the weapon. Requires MeshObject with at least one collider. Weapon should ideally have collision

  • Layer Preset - should be empty
  • Model Geometry - should be checked - to use colliders in weapon model


Hierarchy

Enables entity hierarchy (required by RplComponent)


SignalsManagerComponent

Can be used for controlling values by animations, sounds, UI, particles and so on.

  • Doesn't require any extra configuration for weapon


RplComponent

Enables proper replication of this entity over network


Weapon related components

MuzzleEffectComponent

Component responsible for muzzle flash effects. On weapons, scripted version (SCR_MuzzleEffectComponent) should be used

Param Type Unit Description
Auto Update
bool Should be updated independently of the component?
Attach To Parent
bool Should be attached to parent entity
Emitter Entity Class
resource (.et) Entity class to be spawned, it will have particle effect as visual object
Particle Effect
resource (.ptc) Particle effect
Effect Orient Up
bool Should effect be oriented Y up (true) or using parent entity normal (false)?
Enabled On Dedicated Server
bool Should the effect works on a dedicated server?
Effect Position
EntitySlotInfo Position from which particle effect will originate
Reset On Fire
bool Resets emitter when muzzle is fired


SCR_MuzzleEffectComponent

Defines muzzle flash particle effects (.ptc) and its effects

Should be child of of MuzzleComponent

Inherits from MuzzleEffectComponent

Muzzle Flash

Param Type Unit Description
Col
vector color Color of muzzle flash effect
Radius Of Flash
float Radius of muzzle flash effect
LV
float LV of muzzle flash effect
EV Clip
float EVClip of muzzle flash effect
Shadows
bool Should muzzle effect cast shadows
Max Time Of Flash
float seconds Maximumum time of muzzle flash effect
Offset
vector Offset of light from muzzle flash origin


CaseEjectingEffectComponent

Component responsible for simpler (compared to SCR_MuzzleEffectComponent) particle effects when muzzle is being fired. Used for spent case effects and gun barrel smoke.

Should be child of of MuzzleComponent

Inherits from MuzzleEffectComponent

Param Type Unit Description
Water Surface
float Surface value for water
Has Sound
bool Should the effect trigger sound?


SCR_MeleeWeaponProperties

Defines melee attack properties of the weapon

Global

Param Type Unit Description
Damage
float Size of damage dealt by the weapon
Range
float meters Range of the weapon
Execution Time
float seconds How long it takes to execute the attack

Hit detection

Param Type Unit Description
Num Of Measurements
integer Number of measurements in frame
Collision Probes Pos
array of vectors List of coords where the collision probes will be placed (related to model)
Num Of Failed Probes Tolerance
integer Number of failed probes check that cause the attack will be canceled immediately


SCR_WeaponAttachmentsStorageComponent

Defines inventory properties of the weapon like display name, size, preview image and also weapon IK pose

Param Type Unit Description
Attributes
class SCR_ItemAttributeCollection Class containing various item attributes
Wb Placement From Attributes
When placing item in world editor, respect properties specified in ItemAttributeCollection (listed in Attributes class)
Priority
integer Storage priority
Storage Purpose
array of bools Storage usage purpose
Use Capacity Coefficient
bool Use item volume coefficient for capacity
Capacity Coefficient
flooat Ammount of item volume to be considered as allowed cumulative capacity. Only visible when Use Capacity Coefficient is set to true
Max Cumulative Volume
float cm^3 Maximum cumulative volume capacity in cm^3. Only visible when Use Capacity Coefficient is set to false
Max Item Size
float cm^3 Maximum allowed item size (item can be rotated) cm^3 Only visible when Use Capacity Coefficient is set to false

SCR_ItemAttributeCollection

Param Type Unit Description
Item Display Name
class MagazineUIInfo UI related attributes
Item Phys Attributes
class ItemPhysicalAttributes Physical attributes
Item Animation Attributes
class ItemAnimationAttributes Animation attributes
Custom Attributes
array of classes Item specific attributes can be set here
Common Item Type
enum Common item type identifier. Available options:
  • NONE
  • BANDAGE
  • AMMO
  • MG_AMMO
  • FOOD
  • BINOCULARS
  • COMPASS
  • FLASHLIGHT
  • RADIO
  • WATCH
Size
enum Slot size. Available options:
  • SLOT_1x1
  • SLOT_2x1
  • SLOT_2x2
  • SLOT_3x3
Slot Type
enum Slot type. Available options:
  • SLOT_ANY
  • SLOT_BACKPACK
  • SLOT_LBS_BUTTPACK
  • SLOT_VEST
  • SLOT_WEAPONS_STORAGE
  • SLOT_GADGETS_STORAGE
  • SLOT_LOADOUT_STORAGE
  • SLOT_LOOT_STORAGE
Draggable
bool Sets item movable by drag'n'drop


WeaponSoundComponent

Provides (signals) connection to sound engine

Param Type Unit Description
Mute
bool Should this component be muted by default?
Filenames
array of resources List of audio projects which are assigned to this asset
On Frame Update
bool Enable/disable on-frame updating of the component
Script Callbacks
bool Callbacks for scripted methods
Distance Management
bool Updating sounds and ability to play them automatically enabled or disabled based on their distance from camera
Include Inactive
bool Distance management for inactive component
Sound Points
array of classes SountPointInfo Array of custom of sound position. With this parameter it is possible to specify place from which the sound will be played


WeaponAnimationComponent

General weapon animation components (includes weapon related animations for characters)

Should be child of of WeaponComponent

Inherits from BaseItemAnimationComponent

Param Type Unit Description
Anim Graph
resource Animation graph resource
Anim Instance
resource Animation graph instance
Start Node
string Node where to start from
Always Active
bool Should component be always active? Otherwise will be active only when synced with Character.
Anim Injection
class AnimationAttachmentInfo Character animation injection to be set to character's anim graph attachment node
Bind With Injection
bool Bind commands only when character injection is setup
Auto Command Bind
bool Automatically Bind all commands from template
Anim Commands To Bind
array of classes Only visible when Auto Command Bind is set to false
Auto Variables Bind
bool Automatically Bind all variables from template
Anim Variables To Bind
array of classes Only visible when Auto Variables Bind is set to false
Mesh Visibility Configuration
class MeshesVisibilitySwitchConfig Animation commands to be synchronized with character graph
Rest On Deactivation
bool On component deactivation, should the internal animation state be reset and the base pose applied?
Simulate On Headless
bool Should we simulate current animations on headless builds?
Deactivation Delay
float Delay before animations go to sleep when inactive state was requested

AnimationAttachmentInfo

Param Type Unit Description
Anim Graph
resource Animation graph name
Anim Instance
resource Animation graph instance
Start Node
string Node where to start from
Binding Name
string Binding name in root graph


SightsComponent

GameComponet responsible for sights mechanics (like weapon ironsights)

Should be child of of MuzzleComponent

Has two special actions in context menu available after clicking on Component name with Right Mouse Button:

  • Process zeroing data
  • Toggle sight point diag

BaseSights

Param Type Unit Description
Sights Positions
class PointInfo Position of the aiming down sight camera. Usually "eye" Pivot ID is used
Sights Ranges
array SightRangeInfo Zeroing Range, Rotation and Translation
Sights Ranges Default Index
integer
Sights FOV Info
class SCR_FixedFOVInfo Field of View defining info object
Sights Point Front
class PointInfo The sight point further from the character's eye
Sights Point Rear
class PointInfo The sight point closer to the character's eye
ADS Time
float seconds Time to ADS in seconds
ADS Update Owner Activate State
bool Activate/Deactivate owner on ADS
Camera Recoil Amount
float Percentage of recoil applied to camera (0-300%)

Sound

Param Type Unit Description
Sound Int
integer Value of corresponding sound signal when sight is used.

SCR_FixedFOVInfo

Param Type Unit Description
Field Of View
float degrees Fixed field of view in degrees

SightRangeInfo

Param Type Unit Description
Range
integer Range information (x = animation value, y = range in meters)
Weapon Position
class PointInfo ADS camera position adjustments for this Range


AttachmentSlotComponent

For attaching various attachment on weapon (scopes, flashlights, etc.).

Should be child component of WeaponComponent (for weapon related accessories like scopes, flashlights, etc) or MuzzleComponent (for muzzle related attachments like suppressors)

Param Type Unit Description
Attachment Slot
class Defines position of the attachment
Attachment Type
class Object which specifies compatibility.


WeaponComponent

General weapon components.

Has two special actions in context menu available after clicking on Component name with Right Mouse Button:

  • Process zeroing data
  • Toggle sight point diag

Weapon Obstruction

This section contains various parameter related to procedural animations played when weapon is obstructed by some obstacle.

Param Type Unit Description
Should Handle Obstruction
bool Should weapon obstruction be handled with current weapon in hands?
Ik Obstruction Enabled
bool Should weapon obstruction be handled by applying IK offset to obstruction pose from SwayModifier?
Obstruction Test Character Offset
vector Offset from character obstruction reference point (neck), to weapon handling point
Obstruction Test Added Length
float Offset from trace endpoint (character reference point + character offset + weapon length) that will be include in obstruction test.
Obstruction Test Breaking Threshold
float Maximum distance of weapon translation from obstacle before applying obstruction
Obstruction Alpha Threshold
float Obstruction alpha after which weapon will be considered fully obstructed, which will prevent it from firing for example
Obstruction Test BB Scale
vector Scale to apply to weapon bounding box when performing obstruction

Camera Impact

Param Type Unit Description
Sights Camera Roll Scaler
float Recoil Roll (angular Z rotation) camera scaler, 0 allowed

Sound

Param Type Unit Description
Sound Int
integer Value of corresponding sound signal when weapon is hold

Rest

Param Type Unit Description
Signals Source Access
class
Use Aiming Type
string Defines which aiming component will be used

Available options:

  • None
  • Weapon
  • MainTurret
  • TargetingPod
Is Throwable
bool Is this weapon a throwable item (like grenade)?
Weapon Type
string Defines how AI will recognize this weapon.

Available options:

  • None
  • Rifle
  • GrenadeLauncher
  • SniperRifle
  • RocketLauncher
  • MachineGun
  • Handgun
  • FragGrenade
  • SmokeGrenade
UI Info
class WeaponUIInfo
Weapon Slot Type
string Weapon slot type
Weapon Offset
vector Linear offset of weapon when held
Weapon Offset ADS
vector Linear offset of weapon when aiming
Can Be On Sling
bool Should current weapon be allowed to be placed on sling?


MuzzleComponent

Responsible for "firing" part of weapon, has definition of muzzle, fire modes, magazine compatibility (magwells), magazine position, recoil, spread and sway

Should be child component of one of the WeaponComponent

Magazine

Param Type Unit Description
Magazine Well
class This parameter defines Magazine Well class of muzzle. All magazines which are also using same Magazine Well class (or one parented to it) will be usable in this muzzle
Magazine Template
resource This parameter defines which magazine prefab is pre-attached to weapon. If you want to have no magazine attached to weapon by default, leave this parameter empty
Magazine Position
class InventoryStorageSlot Defines where magazines are attached. Usually Pivot ID "slot_magazine" is used and Child Pivot ID "snap_weapon"

Weapon moddifiers

Param Type Unit Description
Weapon Aim Modifiers
array of classes ...AimModifier classes
Bullet Init Speed Coef
float coefficient How much this muzzle changes initial speed of bullet. F.e. longer barrels achieve higher velocity.
Dispersion Diameter
float meters Diameter of dispersion cone at Dispersion Range.
Dispersion Range
float meters Distance from target where Dispersion Diameter is being measured

Fire Modes

Param Type Unit Description
Fire Modes

array of classes

BaseFireMode

Array of weapon fire modes

BaseFireMode

Param Type Unit Description
Max Burst
float rounds Max amount of bullets that will be fired one after another when trigger is pressed. Behavior is further defined by Burst Type parameter
Burst Type
string Only visible when Max Burst is above 0

Available options

  • Uninterruptable - Burst cannot be interrupted - after pressing the fire button, weapon will fire exactly as many bullets as it is specified by Max Burst parameter (unless magazine will run out of ammo
  • Interruptable - Weapon will file as many rounds as defined in Max Burst as long as trigger is pressed. Weapon will have burst memory
  • InterruptableAndReseting - As above but without burst memory
Max Salvo
float rounds Amount of bullets fired at once after pressing trigger once
Rounds Per Minute
float rounds per minute Cyclic rate of fire of weapon in rounds per minute
UI Name
string UI Name - unused