Weapon Components – Arma Reforger
Lou Montana (talk | contribs) m (Text replacement - " " to " ") |
Lou Montana (talk | contribs) m (Some wiki formatting) |
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{{TOC|side}} | {{TOC|side}} | ||
= Slot Classes = | = Slot Classes = | ||
== PointInfo == | == PointInfo == | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Pivot ID ==== | ==== 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 ==== | ==== Offset ==== | ||
| ''vector'' | |||
| meters | |||
| Offset from the origin | |||
|- | |- | ||
| | |||
==== Angles ==== | ==== Angles ==== | ||
| ''vector'' | |||
| degrees | |||
| Orientation around axes | |||
|} | |} | ||
== EntitySlotInfo == | == EntitySlotInfo == | ||
''Inherits from PointInfo'' | ''Inherits from PointInfo'' | ||
''Requires name'' | ''Requires name'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Auto Transform ==== | ==== Auto Transform ==== | ||
| ''bool'' | |||
| | |||
| If this option is set to true, then attached prefab will move with parent object | |||
|- | |- | ||
| | |||
==== Child Pivot ID ==== | ==== Child Pivot ID ==== | ||
| ''string'' | |||
| | |||
| Offset defined by child node | |||
|- | |- | ||
| | |||
==== Enabled ==== | ==== Enabled ==== | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |||
==== Prefab ==== | ==== Prefab ==== | ||
| ''resource'' | |||
| .et | |||
| Name of the resource which should be attached to parent object | |||
|- | |- | ||
| | |||
==== Disable Physics Interaction ==== | ==== Disable Physics Interaction ==== | ||
| ''bool'' | |||
| | |||
| Should attached object not collide with any parent | |||
|- | |- | ||
| | |||
==== Inherit Parent Skeleton ==== | ==== Inherit Parent Skeleton ==== | ||
| ''bool'' | |||
| | |||
| Should attached object inherit parent skeleton | |||
|- | |- | ||
| | |||
==== Activate Physics On Detaching ==== | ==== Activate Physics On Detaching ==== | ||
| ''bool'' | |||
| | |||
| Should physics be activated when entity is detached from slot? | |||
|- | |- | ||
| | |||
==== Deactivate Physics On Attaching ==== | ==== Deactivate Physics On Attaching ==== | ||
| ''bool'' | |||
| | |||
| Should physics be deactivated when entity is atached to slot? | |||
|} | |} | ||
== InventoryStorageSlot == | == InventoryStorageSlot == | ||
''Inherits from EntitySlotInfo'' | ''Inherits from EntitySlotInfo'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Name ==== | ==== Name ==== | ||
| string | |||
| | |||
| '''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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Allowed Item Types ==== | ==== 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 ==== | ==== Affected By Occluders ==== | ||
| ''array of strings'' | |||
| | |||
| Loadout ocluder types that disable item in this slot | |||
|- | |- | ||
| | |||
==== Animated Mesh Reference ==== | ==== 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 == | == SCR_EquipmentStorageSlot == | ||
''Inherits from EquipmentStorageSlot'' | ''Inherits from EquipmentStorageSlot'' | ||
== LoadoutSlotInfo == | == LoadoutSlotInfo == | ||
''Inherits from InventoryStorageSlot'' | ''Inherits from InventoryStorageSlot'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Area ==== | ==== Area ==== | ||
| ''integer'' | |||
| | |||
| Area this item is assigned to. Available options: | |||
* None | * None | ||
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* Attachment8 | * Attachment8 | ||
|- | |- | ||
| | |||
==== Meshes To Hide ==== | ==== 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 == | == RegisteringComponentSlotInfo == | ||
''Inherits from EntitySlotInfo'' | ''Inherits from EntitySlotInfo'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Register Actions ==== | ==== Register Actions ==== | ||
| ''bool'' | |||
| | |||
| register actions (defined in '''ActionsManagerComponent''') to parent entity | |||
|- | |- | ||
| | |||
==== Register Damage ==== | ==== Register Damage ==== | ||
| ''bool'' | |||
| | |||
| register damage to parent entity | |||
|- | |- | ||
| | |||
==== Register Controllers ==== | ==== Register Controllers ==== | ||
| ''bool'' | |||
| | |||
| register controllers to parent entity | |||
|- | |- | ||
| | |||
==== Register Weapons ==== | ==== Register Weapons ==== | ||
| ''bool'' | |||
| | |||
| register weapons to parent entity | |||
|- | |- | ||
| | |||
==== Register Compartments ==== | ==== Register Compartments ==== | ||
| ''bool'' | |||
| | |||
| register compartments (defined in '''SCR_BaseCompartmentManagerComponent''') to parent entity | |||
|- | |- | ||
| | |||
==== Register Lights ==== | ==== Register Lights ==== | ||
| ''bool'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Projection Offset ==== | ==== Projection Offset ==== | ||
| ''float'' | |||
| | |||
| Projection offset from PointInfo target transform | |||
|- | |- | ||
| | |||
==== Projection Rotation ==== | ==== Projection Rotation ==== | ||
| ''vector'' | |||
| | |||
| Projection rotation around PointInfo target transform | |||
|- | |- | ||
| | |||
==== Far Plane ==== | ==== Far Plane ==== | ||
| ''float'' | |||
| | |||
| Far plane - maximum distance for decal projection box | |||
|- | |- | ||
| | |||
==== Stretch ==== | ==== Stretch ==== | ||
| ''float'' | |||
| | |||
| Stretch of decal | |||
|- | |- | ||
| | |||
==== Scale ==== | ==== Scale ==== | ||
| ''float'' | |||
| | |||
| Scale | |||
|- | |- | ||
| | |||
==== Lifetime ==== | ==== Lifetime ==== | ||
| ''float'' | |||
| | |||
| Decal lifetime, value <= 0 is indeffinite | |||
|- | |- | ||
| | |||
==== Create On Init ==== | ==== Create On Init ==== | ||
| ''bool'' | |||
| | |||
| Create this decal on entity init | |||
|- | |- | ||
| | |||
==== Debug Draw ==== | ==== Debug Draw ==== | ||
| ''bool'' | |||
| | |||
| Enable debug | |||
|- | |- | ||
| | |||
==== Material ==== | ==== Material ==== | ||
| ''resource'' | |||
| emat | |||
| Decal material | |||
|} | |} | ||
== EmissiveGlassSlot == | == EmissiveGlassSlot == | ||
''Inherits fromEntitySlotInfo'' | ''Inherits fromEntitySlotInfo'' | ||
== EmissiveLightSurfaceSlot == | == EmissiveLightSurfaceSlot == | ||
''Inherits fromEntitySlotInfo'' | ''Inherits fromEntitySlotInfo'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Light Type ==== | ==== Light Type ==== | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |||
==== Light Side ==== | ==== Light Side ==== | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |||
==== Emissive On Multiplier ==== | ==== Emissive On Multiplier ==== | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |||
==== Emissive Off Multiplier ==== | ==== Emissive Off Multiplier ==== | ||
| | |||
| | |||
| | |||
|- | |- | ||
| | |||
==== Configurations Override ==== | ==== Configurations Override ==== | ||
| | |||
| | |||
| | |||
|} | |} | ||
= UI Info Classes = | = UI Info Classes = | ||
== UIInfo == | == UIInfo == | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Name ==== | ==== Name ==== | ||
| ''string'' | |||
| | |||
| Name to be displayed in player UI | |||
|- | |- | ||
| | |||
==== Description ==== | ==== Description ==== | ||
| ''string'' | |||
| | |||
| Description text to be displayed in player UI | |||
|- | |- | ||
| | |||
==== Icon ==== | ==== Icon ==== | ||
| ''resource'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Icon Ammo Type ==== | ==== Icon Ammo Type ==== | ||
| ''resource'' | |||
| | |||
| | |||
|- | |- | ||
| | |||
==== Ammo Type ==== | ==== Ammo Type ==== | ||
| | |||
| | |||
| Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI. | |||
|- | |- | ||
| | |||
==== Show Ammo Type Text ==== | ==== Show Ammo Type Text ==== | ||
| | |||
| | |||
| Show ammo type extra text next to ammo type icon(s) in Weapon Info UI. | |||
|- | |- | ||
| | |||
==== Ammo Type Flags ==== | ==== Ammo Type Flags ==== | ||
| | |||
| | |||
| Set magazine ammo type flags | |||
|} | |} | ||
== MagazineUIInfo == | == MagazineUIInfo == | ||
''Inherits parameters from UIInfo'' | ''Inherits parameters from UIInfo'' | ||
{| class="wikitable" | {| class="wikitable" | ||
| | |||
==== Show Caliber ==== | ==== Show Caliber ==== | ||
| ''bool'' | |||
| | |||
| | |||
|- | |- | ||
| | |||
==== Ammo Caliber ==== | ==== Ammo Caliber ==== | ||
| ''string'' | |||
| | |||
| Magazine ammunition caliber | |||
|- | |- | ||
| | |||
==== Ammo Type ==== | ==== Ammo Type ==== | ||
| string | |||
| | |||
| Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI. | |||
|- | |- | ||
| | |||
==== Show Ammo Type Text ==== | ==== Show Ammo Type Text ==== | ||
| bool | |||
| | |||
| Show ammo type extra text next to ammo type icon(s) in Weapon Info UI. | |||
|- | |- | ||
| | |||
==== Ammo Type Flags ==== | ==== Ammo Type Flags ==== | ||
| | |||
| | |||
| Set magazine ammo type flags | |||
|- | |- | ||
| | |||
==== Mag Indicator ==== | ==== Mag Indicator ==== | ||
| class | |||
| | |||
| | |||
|} | |} | ||
== MuzzleUIInfo == | == MuzzleUIInfo == | ||
''Inherits parameters from UIInfo'' | ''Inherits parameters from UIInfo'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Show Caliber ==== | ==== Show Caliber ==== | ||
| ''bool'' | |||
| | |||
| Show caliber indicator in weapon UI. | |||
|- | |- | ||
| | |||
==== Caliber ==== | ==== Caliber ==== | ||
| ''string'' | |||
| | |||
| Caliber identification, e.g. 7.62×39mm | |||
|- | |- | ||
| | |||
==== Firemode Icon Imageset ==== | ==== Firemode Icon Imageset ==== | ||
| ''resource'' | |||
| imageset | |||
| Imageset with most of weapon info textures | |||
|- | |- | ||
| | |||
==== Firemode Glow Imageset ==== | ==== Firemode Glow Imageset ==== | ||
| ''resource'' | |||
| | |||
| Imageset with most of weapon info textures | |||
|- | |- | ||
| | |||
==== Firemode Single ==== | ==== Firemode Single ==== | ||
| string | |||
| | |||
| Name of the icon representing single fire mode in '''Firemode Icon Imageset''' | |||
|- | |- | ||
| | |||
==== Firemode Burst ==== | ==== Firemode Burst ==== | ||
| string | |||
| | |||
| Name of the icon representing burst fire mode in '''Firemode Icon Imageset''' | |||
|- | |- | ||
| | |||
==== Firemode Auto ==== | ==== Firemode Auto ==== | ||
| string | |||
| | |||
| Name of the icon representing full auto fire mode in '''Firemode Icon Imageset''' | |||
|- | |- | ||
| | |||
==== Firemode Safty ==== | ==== Firemode Safty ==== | ||
| string | |||
| | |||
| Name of the icon representing safe mode in '''Firemode Icon Imageset''' | |||
|- | |- | ||
| | |||
==== Mag Indicator ==== | ==== Mag Indicator ==== | ||
| | |||
| | |||
| | |||
|} | |} | ||
== SCR_FactionUIInfo == | == SCR_FactionUIInfo == | ||
''Inherits parameters from UIInfo'' | ''Inherits parameters from UIInfo'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| Name Upper | |||
| ''string'' | |||
| | |||
| Name of the faction in upper case | |||
|} | |} | ||
== WeaponUIInfo == | == WeaponUIInfo == | ||
''Inherits parameters from UIInfo'' | ''Inherits parameters from UIInfo'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
==== Show Weapon Name ==== | ==== Show Weapon Name ==== | ||
| ''string'' | |||
| | |||
| Show weapon name indicator in weapon UI | |||
|- | |- | ||
| | |||
==== Mag Indicator ==== | ==== Mag Indicator ==== | ||
| ''string'' | |||
| | |||
| | |||
|} | |} | ||
= 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Auto Update ===== | ===== Auto Update ===== | ||
| ''bool'' | |||
| | |||
| Should be updated independently of the component? | |||
|- | |- | ||
| | |||
===== Attach To Parent ===== | ===== Attach To Parent ===== | ||
| ''bool'' | |||
| | |||
| Should be attached to parent entity | |||
|- | |- | ||
| | |||
===== Emitter Entity Class ===== | ===== Emitter Entity Class ===== | ||
| ''resource (.et)'' | |||
| | |||
| Entity class to be spawned, it will have particle effect as visual object | |||
|- | |- | ||
| | |||
===== Particle Effect ===== | ===== Particle Effect ===== | ||
| ''resource (.ptc)'' | |||
| | |||
| Particle effect | |||
|- | |- | ||
| | |||
===== Effect Orient Up ===== | ===== Effect Orient Up ===== | ||
| ''bool'' | |||
| | |||
| Should effect be oriented Y up (true) or using parent entity normal (false)? | |||
|- | |- | ||
| | |||
===== Enabled On Dedicated Server ===== | ===== Enabled On Dedicated Server ===== | ||
| ''bool'' | |||
| | |||
| Should the effect works on a dedicated server? | |||
|- | |- | ||
| | |||
===== Effect Position ===== | ===== Effect Position ===== | ||
| ''EntitySlotInfo'' | |||
| | |||
| Position from which particle effect will originate | |||
|- | |- | ||
| | |||
===== Reset On Fire ===== | ===== Reset On Fire ===== | ||
| ''bool'' | |||
| | |||
| 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 | ||
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=== Muzzle Flash === | === Muzzle Flash === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Col ===== | ===== Col ===== | ||
| ''vector'' | |||
| color | |||
| Color of muzzle flash effect | |||
|- | |- | ||
| | |||
===== Radius Of Flash ===== | ===== Radius Of Flash ===== | ||
| ''float'' | |||
| | |||
| Radius of muzzle flash effect | |||
|- | |- | ||
| | |||
===== LV ===== | ===== LV ===== | ||
| ''float'' | |||
| | |||
| LV of muzzle flash effect | |||
|- | |- | ||
| | |||
===== EV Clip ===== | ===== EV Clip ===== | ||
| ''float'' | |||
| | |||
| EVClip of muzzle flash effect | |||
|- | |- | ||
| | |||
===== Shadows ===== | ===== Shadows ===== | ||
| ''bool'' | |||
| | |||
| Should muzzle effect cast shadows | |||
|- | |- | ||
| | |||
===== Max Time Of Flash ===== | ===== Max Time Of Flash ===== | ||
| ''float'' | |||
| seconds | |||
| Maximumum time of muzzle flash effect | |||
|- | |- | ||
| | |||
===== Offset ===== | ===== Offset ===== | ||
| ''vector'' | |||
| | |||
| 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. | ||
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''Inherits from MuzzleEffectComponent'' | ''Inherits from MuzzleEffectComponent'' | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Water Surface ===== | ===== Water Surface ===== | ||
| ''float'' | |||
| | |||
| Surface value for water | |||
|- | |- | ||
| | |||
===== Has Sound ===== | ===== Has Sound ===== | ||
| ''bool'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Damage ===== | ===== Damage ===== | ||
| ''float'' | |||
| | |||
| Size of damage dealt by the weapon | |||
|- | |- | ||
| | |||
===== Range ===== | ===== Range ===== | ||
| ''float'' | |||
| meters | |||
| Range of the weapon | |||
|- | |- | ||
| | |||
===== Execution Time ===== | ===== Execution Time ===== | ||
| ''float'' | |||
| seconds | |||
| How long it takes to execute the attack | |||
|} | |} | ||
=== Hit detection === | === Hit detection === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Num Of Measurements ===== | ===== Num Of Measurements ===== | ||
| ''integer'' | |||
| | |||
| Number of measurements in frame | |||
|- | |- | ||
| | |||
===== Collision Probes Pos ===== | ===== Collision Probes Pos ===== | ||
| ''array of vectors'' | |||
| | |||
| List of coords where the collision probes will be placed (related to model) | |||
|- | |- | ||
| | |||
===== Num Of Failed Probes Tolerance ===== | ===== Num Of Failed Probes Tolerance ===== | ||
| ''integer'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Attributes ===== | ===== Attributes ===== | ||
| ''class'' | |||
| SCR_ItemAttributeCollection | |||
| Class containing various item attributes | |||
|- | |- | ||
| | |||
===== Wb Placement From Attributes ===== | ===== Wb Placement From Attributes ===== | ||
| | |||
| | |||
| When placing item in world editor, respect properties specified in ItemAttributeCollection (listed in Attributes class) | |||
|- | |- | ||
| | |||
===== Priority ===== | ===== Priority ===== | ||
| ''integer'' | |||
| | |||
| Storage priority | |||
|- | |- | ||
| | |||
===== Storage Purpose ===== | ===== Storage Purpose ===== | ||
| ''array of bools'' | |||
| | |||
| Storage usage purpose | |||
|- | |- | ||
| | |||
===== Use Capacity Coefficient ===== | ===== Use Capacity Coefficient ===== | ||
| ''bool'' | |||
| | |||
| Use item volume coefficient for capacity | |||
|- | |- | ||
| | |||
===== Capacity Coefficient ===== | ===== 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 ===== | ===== 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 ===== | ===== 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 === | === SCR_ItemAttributeCollection === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Item Display Name ===== | ===== Item Display Name ===== | ||
| ''class'' | |||
| MagazineUIInfo | |||
| UI related attributes | |||
|- | |- | ||
| | |||
===== Item Phys Attributes ===== | ===== Item Phys Attributes ===== | ||
| ''class'' | |||
| ItemPhysicalAttributes | |||
| Physical attributes | |||
|- | |- | ||
| | |||
===== Item Animation Attributes ===== | ===== Item Animation Attributes ===== | ||
| ''class'' | |||
| ItemAnimationAttributes | |||
| Animation attributes | |||
|- | |- | ||
| | |||
===== Custom Attributes ===== | ===== Custom Attributes ===== | ||
| ''array of classes'' | |||
| | |||
| Item specific attributes can be set here | |||
|- | |- | ||
| | |||
===== Common Item Type ===== | ===== Common Item Type ===== | ||
| ''enum'' | |||
| | |||
| Common item type identifier. Available options: | |||
* NONE | * NONE | ||
Line 851: | Line 914: | ||
* WATCH | * WATCH | ||
|- | |- | ||
| | |||
===== Size ===== | ===== Size ===== | ||
| ''enum'' | |||
| | |||
| Slot size. Available options: | |||
* SLOT_1x1 | * SLOT_1x1 | ||
Line 862: | Line 925: | ||
* SLOT_3x3 | * SLOT_3x3 | ||
|- | |- | ||
| | |||
===== Slot Type ===== | ===== Slot Type ===== | ||
| ''enum'' | |||
| | |||
| Slot type. Available options: | |||
* SLOT_ANY | * SLOT_ANY | ||
Line 877: | Line 940: | ||
* SLOT_LOOT_STORAGE | * SLOT_LOOT_STORAGE | ||
|- | |- | ||
| | |||
===== Draggable ===== | ===== Draggable ===== | ||
| ''bool'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Mute ===== | ===== Mute ===== | ||
| ''bool'' | |||
| | |||
| Should this component be muted by default? | |||
|- | |- | ||
| | |||
===== Filenames ===== | ===== Filenames ===== | ||
| ''array of resources'' | |||
| | |||
| List of audio projects which are assigned to this asset | |||
|- | |- | ||
| | |||
===== On Frame Update ===== | ===== On Frame Update ===== | ||
| ''bool'' | |||
| | |||
| Enable/disable on-frame updating of the component | |||
|- | |- | ||
| | |||
===== Script Callbacks ===== | ===== Script Callbacks ===== | ||
| ''bool'' | |||
| | |||
| Callbacks for scripted methods | |||
|- | |- | ||
| | |||
===== Distance Management ===== | ===== Distance Management ===== | ||
| ''bool'' | |||
| | |||
| Updating sounds and ability to play them automatically enabled or disabled based on their distance from camera | |||
|- | |- | ||
| | |||
===== Include Inactive ===== | ===== Include Inactive ===== | ||
| ''bool'' | |||
| | |||
| Distance management for inactive component | |||
|- | |- | ||
| | |||
===== Sound Points ===== | ===== 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 == | == 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Anim Graph ===== | ===== Anim Graph ===== | ||
| ''resource'' | |||
| | |||
| Animation graph resource | |||
|- | |- | ||
| | |||
===== Anim Instance ===== | ===== Anim Instance ===== | ||
| ''resource'' | |||
| | |||
| Animation graph instance | |||
|- | |- | ||
| | |||
===== Start Node ===== | ===== Start Node ===== | ||
| ''string'' | |||
| | |||
| Node where to start from | |||
|- | |- | ||
| | |||
===== Always Active ===== | ===== Always Active ===== | ||
| ''bool'' | |||
| | |||
| Should component be always active? Otherwise will be active only when synced with Character. | |||
|- | |- | ||
| | |||
===== Anim Injection ===== | ===== Anim Injection ===== | ||
| ''class'' | |||
| AnimationAttachmentInfo | |||
| Character animation injection to be set to character's anim graph attachment node | |||
|- | |- | ||
| | |||
===== Bind With Injection ===== | ===== Bind With Injection ===== | ||
| ''bool'' | |||
| | |||
| Bind commands only when character injection is setup | |||
|- | |- | ||
| | |||
===== Auto Command Bind ===== | ===== Auto Command Bind ===== | ||
| ''bool'' | |||
| | |||
| Automatically Bind all commands from template | |||
|- | |- | ||
| | |||
===== Anim Commands To Bind ===== | ===== Anim Commands To Bind ===== | ||
| ''array of classes'' | |||
| | |||
| Only visible when Auto Command Bind is set to false | |||
|- | |- | ||
| | |||
===== Auto Variables Bind ===== | ===== Auto Variables Bind ===== | ||
| ''bool'' | |||
| | |||
| Automatically Bind all variables from template | |||
|- | |- | ||
| | |||
===== Anim Variables To Bind ===== | ===== Anim Variables To Bind ===== | ||
| ''array of classes'' | |||
| | |||
| Only visible when Auto Variables Bind is set to false | |||
|- | |- | ||
| | |||
===== Mesh Visibility Configuration ===== | ===== Mesh Visibility Configuration ===== | ||
| ''class'' | |||
| MeshesVisibilitySwitchConfig | |||
| Animation commands to be synchronized with character graph | |||
|- | |- | ||
| | |||
===== Rest On Deactivation ===== | ===== Rest On Deactivation ===== | ||
| ''bool'' | |||
| | |||
| On component deactivation, should the internal animation state be reset and the base pose applied? | |||
|- | |- | ||
| | |||
===== Simulate On Headless ===== | ===== Simulate On Headless ===== | ||
| ''bool'' | |||
| | |||
| Should we simulate current animations on headless builds? | |||
|- | |- | ||
| | |||
===== Deactivation Delay ===== | ===== Deactivation Delay ===== | ||
| ''float'' | |||
| | |||
| Delay before animations go to sleep when inactive state was requested | |||
|} | |} | ||
=== AnimationAttachmentInfo === | === AnimationAttachmentInfo === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Anim Graph ===== | ===== Anim Graph ===== | ||
| ''resource'' | |||
| | |||
| Animation graph name | |||
|- | |- | ||
| | |||
===== Anim Instance ===== | ===== Anim Instance ===== | ||
| ''resource'' | |||
| | |||
| Animation graph instance | |||
|- | |- | ||
| | |||
===== Start Node ===== | ===== Start Node ===== | ||
| ''string'' | |||
| | |||
| Node where to start from | |||
|- | |- | ||
| | |||
===== Binding Name ===== | ===== Binding Name ===== | ||
| ''string'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Sights Positions ===== | ===== Sights Positions ===== | ||
| ''class'' | |||
| PointInfo | |||
| Position of the aiming down sight camera. Usually "eye" Pivot ID is used | |||
|- | |- | ||
| | |||
===== Sights Ranges ===== | ===== Sights Ranges ===== | ||
| array | |||
| SightRangeInfo | |||
| Zeroing Range, Rotation and Translation | |||
|- | |- | ||
| | |||
===== Sights Ranges Default Index ===== | ===== Sights Ranges Default Index ===== | ||
| integer | |||
| | |||
| | |||
|- | |- | ||
| | |||
===== Sights FOV Info ===== | ===== Sights FOV Info ===== | ||
| ''class'' | |||
| SCR_FixedFOVInfo | |||
| Field of View defining info object | |||
|- | |- | ||
| | |||
===== Sights Point Front ===== | ===== Sights Point Front ===== | ||
| ''class'' | |||
| PointInfo | |||
| The sight point further from the character's eye | |||
|- | |- | ||
| | |||
===== Sights Point Rear ===== | ===== Sights Point Rear ===== | ||
| ''class'' | |||
| PointInfo | |||
| The sight point closer to the character's eye | |||
|- | |- | ||
| | |||
===== ADS Time ===== | ===== ADS Time ===== | ||
| float | |||
| seconds | |||
| Time to ADS in seconds | |||
|- | |- | ||
| | |||
===== ADS Update Owner Activate State ===== | ===== ADS Update Owner Activate State ===== | ||
| bool | |||
| | |||
| Activate/Deactivate owner on ADS | |||
|- | |- | ||
| | |||
===== Camera Recoil Amount ===== | ===== Camera Recoil Amount ===== | ||
| float | |||
| | |||
| Percentage of recoil applied to camera (0-300%) | |||
|} | |} | ||
=== Sound === | === Sound === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Sound Int ===== | ===== Sound Int ===== | ||
| ''integer'' | |||
| | |||
| Value of corresponding sound signal when sight is used. | |||
|} | |} | ||
=== SCR_FixedFOVInfo === | === SCR_FixedFOVInfo === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Field Of View ===== | ===== Field Of View ===== | ||
| ''float'' | |||
| degrees | |||
| Fixed field of view in degrees | |||
|} | |} | ||
=== SightRangeInfo === | === SightRangeInfo === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Range ===== | ===== Range ===== | ||
| ''integer'' | |||
| | |||
| Range information (x = animation value, y = range in meters) | |||
|- | |- | ||
| | |||
===== Weapon Position ===== | ===== Weapon Position ===== | ||
| class | |||
| PointInfo | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Attachment Slot ===== | ===== Attachment Slot ===== | ||
| ''class'' | |||
| | |||
| Defines position of the attachment | |||
|- | |- | ||
| | |||
===== Attachment Type ===== | ===== Attachment Type ===== | ||
| ''class'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Should Handle Obstruction ===== | ===== Should Handle Obstruction ===== | ||
| ''bool'' | |||
| | |||
| Should weapon obstruction be handled with current weapon in hands? | |||
|- | |- | ||
| | |||
===== Ik Obstruction Enabled ===== | ===== Ik Obstruction Enabled ===== | ||
| ''bool'' | |||
| | |||
| Should weapon obstruction be handled by applying IK offset to obstruction pose from SwayModifier? | |||
|- | |- | ||
| | |||
===== Obstruction Test Character Offset ===== | ===== Obstruction Test Character Offset ===== | ||
| ''vector'' | |||
| | |||
| Offset from character obstruction reference point (neck), to weapon handling point | |||
|- | |- | ||
| | |||
===== Obstruction Test Added Length ===== | ===== 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 ===== | ===== Obstruction Test Breaking Threshold ===== | ||
| ''float'' | |||
| | |||
| Maximum distance of weapon translation from obstacle before applying obstruction | |||
|- | |- | ||
| | |||
===== Obstruction Alpha Threshold ===== | ===== 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 ===== | ===== Obstruction Test BB Scale ===== | ||
| ''vector'' | |||
| | |||
| Scale to apply to weapon bounding box when performing obstruction | |||
|} | |} | ||
=== Camera Impact === | === Camera Impact === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Sights Camera Roll Scaler ===== | ===== Sights Camera Roll Scaler ===== | ||
| ''float'' | |||
| | |||
| Recoil Roll (angular Z rotation) camera scaler, 0 allowed | |||
|} | |} | ||
=== Sound === | === Sound === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
====== Sound Int ====== | ====== Sound Int ====== | ||
| ''integer'' | |||
| | |||
| Value of corresponding sound signal when weapon is hold | |||
|} | |} | ||
=== Rest === | === Rest === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Signals Source Access ===== | ===== Signals Source Access ===== | ||
| ''class'' | |||
| | |||
| | |||
|- | |- | ||
| | |||
===== Use Aiming Type ===== | ===== Use Aiming Type ===== | ||
| ''string'' | |||
| | |||
| Defines which aiming component will be used | |||
Available options: | Available options: | ||
Line 1,320: | Line 1,402: | ||
* TargetingPod | * TargetingPod | ||
|- | |- | ||
| | |||
===== Is Throwable ===== | ===== Is Throwable ===== | ||
| ''bool'' | |||
| | |||
| Is this weapon a throwable item (like grenade)? | |||
|- | |- | ||
| | |||
===== Weapon Type ===== | ===== Weapon Type ===== | ||
| ''string'' | |||
| | |||
| Defines how AI will recognize this weapon. | |||
Available options: | Available options: | ||
Line 1,344: | Line 1,426: | ||
* SmokeGrenade | * SmokeGrenade | ||
|- | |- | ||
| | |||
===== UI Info ===== | ===== UI Info ===== | ||
| ''class'' | |||
| WeaponUIInfo | |||
| | |||
|- | |- | ||
| | |||
===== Weapon Slot Type ===== | ===== Weapon Slot Type ===== | ||
| ''string'' | |||
| | |||
| Weapon slot type | |||
|- | |- | ||
| | |||
===== Weapon Offset ===== | ===== Weapon Offset ===== | ||
| ''vector'' | |||
| | |||
| Linear offset of weapon when held | |||
|- | |- | ||
| | |||
===== Weapon Offset ADS ===== | ===== Weapon Offset ADS ===== | ||
| ''vector'' | |||
| | |||
| Linear offset of weapon when aiming | |||
|- | |- | ||
| | |||
===== Can Be On Sling ===== | ===== Can Be On Sling ===== | ||
| ''bool'' | |||
| | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Magazine Well ===== | ===== 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 ===== | ===== 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 ===== | ===== Magazine Position ===== | ||
| ''class'' | |||
| InventoryStorageSlot | |||
| 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" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Weapon Aim Modifiers ===== | ===== Weapon Aim Modifiers ===== | ||
| ''array of classes'' | |||
| ''...AimModifier'' classes | |||
| | |||
|- | |- | ||
| | |||
===== Bullet Init Speed Coef ===== | ===== Bullet Init Speed Coef ===== | ||
| ''float'' | |||
| coefficient | |||
| How much this muzzle changes initial speed of bullet. F.e. longer barrels achieve higher velocity. | |||
|- | |- | ||
| | |||
===== Dispersion Diameter ===== | ===== Dispersion Diameter ===== | ||
| ''float'' | |||
| meters | |||
| Diameter of dispersion cone at Dispersion Range. | |||
|- | |- | ||
| | |||
===== Dispersion Range ===== | ===== Dispersion Range ===== | ||
| ''float'' | |||
| meters | |||
| Distance from target where Dispersion Diameter is being measured | |||
|} | |} | ||
=== Fire Modes === | === Fire Modes === | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Fire Modes ===== | ===== Fire Modes ===== | ||
| | |||
==== ''array of classes'' ==== | ==== ''array of classes'' ==== | ||
| | |||
==== BaseFireMode ==== | ==== BaseFireMode ==== | ||
| Array of weapon fire modes | |||
|} | |} | ||
==== BaseFireMode ==== | ==== BaseFireMode ==== | ||
{| class="wikitable" | {| class="wikitable" | ||
! | ! Param | ||
! | ! Type | ||
! | ! Unit | ||
! | ! Description | ||
|- | |- | ||
| | |||
===== Max Burst ===== | ===== 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 ===== | ===== Burst Type ===== | ||
| ''string'' | |||
| | |||
| 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 | ||
|- | |- | ||
| | |||
===== Max Salvo ===== | ===== Max Salvo ===== | ||
| ''float'' | |||
| rounds | |||
| Amount of bullets fired at once after pressing trigger once | |||
|- | |- | ||
| | |||
===== Rounds Per Minute ===== | ===== Rounds Per Minute ===== | ||
| ''float'' | |||
| rounds per minute | |||
| Cyclic rate of fire of weapon in rounds per minute | |||
|- | |- | ||
| | |||
===== UI Name ===== | ===== UI Name ===== | ||
| ''string'' | |||
| | |||
| 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:
| |
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
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:
| |
Size |
enum | Slot size. Available options:
| |
Slot Type |
enum | Slot type. Available options:
| |
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:
| |
Is Throwable |
bool | Is this weapon a throwable item (like grenade)? | |
Weapon Type |
string | Defines how AI will recognize this weapon.
Available options:
| |
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
| |
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 |