Weapon Components – Arma Reforger

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Components on e.g AK-74 rifle
 
= Slot Classes =
 
== PointInfo ==
{| class="wikitable"
{| class="wikitable"
! Component
! colspan="1" |Param
! Description
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
==== Pivot ID ====
| colspan="1" |''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.
|-
|-
| ActionsManagerComponent
| colspan="1" |Offset
| This component is responsible for various interactions like picking up the weapon or some special interactions (custom action for i.e. folding iron sights)
| colspan="1" |''vector''
| colspan="1" |meters
| colspan="1" |Offset from the origin
|-
|-
| MeshObject
| colspan="1" |Angles
| Ideally, weapon should have some kind of mesh
| colspan="1" |''vector''
| colspan="1" |degrees
| colspan="1" |Orientation around axes
|}
 
== EntitySlotInfo ==
''Inherits from PointInfo''


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


* '''Particle Effect''' - path to particle effect
== InventoryStorageSlot ==
* '''Effect Position''' - links to node/bone in weapon model
''Inherits from EntitySlotInfo''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
|-
| CaseEjectingEffectComponent
| colspan="1" |
|
==== Name ====
| colspan="1" |string
| colspan="1" |
| colspan="1" |'''editor only''' human readable name of the slot. Has no effect on the functionality whatsoever
|}
 
== EquipmentStorageSlot ==
''Inherits from InventoryStorageSlot''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
|-
| SCR_MeleeWeaponProperties
| colspan="1" |
| Defines melee attack properties of the weapon
==== Allowed Item Types ====
| colspan="1" |''array of strings''
| colspan="1" |
| colspan="1" |Item types that are allowed to be attached to current slot (see ECommonItemType enum for possible values)
|-
|-
| SCR_WeaponAttachmentsStorageComponent
| colspan="1" |Affected By Occluders
| Defines inventory properties of the weapon like display name, size, preview image and also '''weapon IK pose'''
| colspan="1" |''array of strings''
| colspan="1" |
| colspan="1" |Loadout ocluder types that disable item in this slot
|-
|-
| RigidBody
| colspan="1" |Animated Mesh Reference
| Weapon should ideally have collision
| colspan="1" |''resource''
| colspan="1" |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
|}
 
== SCR_EquipmentStorageSlot ==
''Inherits from EquipmentStorageSlot''


* '''Layer Preset''' - should be  empty
== LoadoutSlotInfo ==
* '''Model Geometry''' - should be checked - to use colliders in weapon model
''Inherits from InventoryStorageSlot''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
|-
| SignalsManagerComponent
| colspan="1" |
| Can be used for controlling values by animations, sounds, UI, particles and so on.
==== Area ====
| colspan="1" |''integer''
| colspan="1" |
| colspan="1" |Area this item is assigned to. Available options:


* Doesn't require any extra configuration for weapon
* None
* HeadCover
* FaceCover
* Jacket
* Vest
* Pants
* Boots
* Cover
* Backpack
* Attachment1
* Attachment2
* Attachment3
* Attachment4
* Attachment5
* Attachment6
* Attachment7
* Attachment8
|-
|-
| WeaponSoundComponent
| colspan="1" |Meshes To Hide
| Provides (signals) connection to sound engine
| colspan="1" |''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
|}


* '''Filenames''' - points to sound project files (.acp)
== RegisteringComponentSlotInfo ==
''Inherits from EntitySlotInfo''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
==== Register Actions ====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |register actions (defined in '''ActionsManagerComponent''') to parent entity
|-
|-
| SightsComponent
| colspan="1" |Register Damage
|
| colspan="1" |''bool''
* '''Sights Position''' - defines position of eye (camera) when in ADS with
| colspan="1" |
* '''Sights FOV''' - FOV of camera when in sights
| colspan="1" |register damage to parent entity
* '''Sights Ranges''' - has two values - '''x''' and '''y'''
|-
** '''x''' - ranges from 0-1 and is connected to animation of weapon sight
| colspan="1" |Register Controllers
** '''y''' - range in meters (value for UI)
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |register controllers to parent entity
|-
| colspan="1" |Register Weapons
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |register weapons to parent entity
|-
| colspan="1" |Register Compartments
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |register compartments (defined in '''SCR_BaseCompartmentManagerComponent''') to parent entity
|-
| colspan="1" |Register Lights
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |register lights (defined in '''BaseLightManagerComponent''') to parent entity
|}


''Has two special actions in context menu available after clicking on Component name with Right Mouse Button:''
== SoundPointInfo ==
''Inherits from PointInfo''


* ''Process zeroing data''
== DecalSlotInfo ==
* ''Toggle sight point diag''
''Inherits from PointInfo''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
==== Projection Offset ====
| colspan="1" |''float''
| colspan="1" |
| colspan="1" |Projection offset from PointInfo target transform
|-
| colspan="1" |Projection Rotation
| colspan="1" |''vector''
| colspan="1" |
| colspan="1" |Projection rotation around PointInfo target transform
|-
| colspan="1" |Far Plane
| colspan="1" |''float''
| colspan="1" |
| colspan="1" |Far plane - maximum distance for decal projection box
|-
| colspan="1" |Stretch
| colspan="1" |''float''
| colspan="1" |
| colspan="1" |Stretch of decal
|-
| colspan="1" |Scale
| colspan="1" |''float''
| colspan="1" |
| colspan="1" |Scale
|-
| colspan="1" |Lifetime
| colspan="1" |''float''
| colspan="1" |
| colspan="1" |Decal lifetime, value <= 0 is indeffinite
|-
| colspan="1" |Create On Init
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Create this decal on entity init
|-
| colspan="1" |Debug Draw
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Enable debug
|-
|-
| AttachmentSlotComponent
| colspan="1" |Material
| For attaching various attachment on weapon (scopes, flashlights, etc.).
| colspan="1" |''resource''
| colspan="1" |emat
| colspan="1" |Decal material
|}
 
== EmissiveGlassSlot ==
''Inherits fromEntitySlotInfo''


* '''Attachment Position'''
== EmissiveLightSurfaceSlot ==
** '''Pivot ID''' - Attachment could be snapped by using(reads bones from weapons) and
''Inherits fromEntitySlotInfo''
** '''Child Pivot ID''' (node in attachment model, usually "snap_weapon") parameters. located in.
{| class="wikitable"
* '''Attachment Template''' - definition of attachment prefab
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
==== Light Type ====
| colspan="1" |
| colspan="1" |
| colspan="1" |
|-
| colspan="1" |Light Side
| colspan="1" |
| colspan="1" |
| colspan="1" |
|-
| colspan="1" |Emissive On Multiplier
| colspan="1" |
| colspan="1" |
| colspan="1" |
|-
| colspan="1" |Emissive Off Multiplier
| colspan="1" |
| colspan="1" |
| colspan="1" |
|-
|-
| MuzzleComponent
| colspan="1" |Configurations Override
| Responsible for "firing" part of weapon, has definition of muzzle, fire modes, magazine compatibility (magwells), magazine position, recoil, spread and sway
| colspan="1" |
| colspan="1" |
| colspan="1" |
|}


Should be child component of one of the '''WeaponComponent'''
= UI Info Classes =


* '''Muzzle End Positions'''
== UIInfo ==
** PointInfoClass
{| class="wikitable"
*** '''PivotID''' -  name of bone/node where barrel starts
! colspan="1" |Param
** '''ChamberedAmmo''' - determines if weapon can have ammo in chamber (usually closed bolt weapons)
! colspan="1" |Type
* '''FireModes''' - used can add multiple firemodes (BaseFireModeClass)
! colspan="1" |Unit
** BaseFireModeClass -
! colspan="1" |Description
*** MaxBurst - number of rounds fired in one trigger pull (-1 for full auto)
*** MaxSalvo - number of rounds fired at once
*** RoundsPerMinute - rounds per minute which gun fires
*** UIName - How is firemode displayed in UI (e.g. Semi, Auto, Burst, etc.)
* '''MagazinePosition''' -
** Pivot ID - defines bone on weapon to which magazine prefab is snapped to
* '''MagazineTemplate''' - definition for prefab of magazine
|-
|-
| WeaponComponent
| colspan="1" |
| General weapon components
==== Name ====
| colspan="1" |''string''
| colspan="1" |
| colspan="1" |Name to be displayed in player UI
|-
| colspan="1" |
==== Description ====
| colspan="1" |''string''
| colspan="1" |
| colspan="1" |Description text to be displayed in player UI
|-
| colspan="1" |
==== Icon ====
| colspan="1" |''resource''
| colspan="1" |
| colspan="1" |Resource for icon to be displayed in player UI
|}


* '''Signals Source Access''' -
== GrenadeUIInfo ==
* '''Use Aiming Type''' - should be "Weapon" for infantry weapons
''Inherits parameters from WeaponUIInfo & UIInfo''
* '''UI Info'''
{| class="wikitable"
** '''Name''' - name which UI uses to display
! colspan="1" |Param
** '''Icon''' - icons used by UI
! colspan="1" |Type
** '''Show Weapon Name''' -
! colspan="1" |Unit
** '''Mag Indicator'''
! colspan="1" |Description
* '''Weapon Type'''
|-
* '''Weapon Slot Type'''
| colspan="1" |
* '''Weapon Offset'''
==== Icon Ammo Type ====
* '''Weapon Offset ADS'''
| colspan="1" |''resource''
* '''Can Be On Sling'''
| colspan="1" |
| colspan="1" |
|-
| colspan="1" |Ammo Type
| colspan="1" |
| colspan="1" |
| colspan="1" |Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.
|-
| colspan="1" |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.
|-
| colspan="1" |Ammo Type Flags
| colspan="1" |
| colspan="1" |
| colspan="1" |Set magazine ammo type flags
|}


''Has two special actions in context menu available after clicking on Component name with Right Mouse Button:''
== MagazineUIInfo ==
''Inherits parameters from UIInfo''
{| class="wikitable"
| colspan="1" |
==== Show Caliber ====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |
|-
| colspan="1" |
==== Ammo Caliber ====
| colspan="1" |''string''
| colspan="1" |
| colspan="1" |Magazine ammunition caliber
|-
| colspan="1" |Ammo Type
| colspan="1" |string
| colspan="1" |
| colspan="1" |Magazine type (AP, Tracer, Ball, ...). Used for Weapon Info UI.
|-
| colspan="1" |Show Ammo Type Text
| colspan="1" |bool
| colspan="1" |
| colspan="1" |Show ammo type extra text next to ammo type icon(s) in Weapon Info UI.
|-
| colspan="1" |Ammo Type Flags
| colspan="1" |
| colspan="1" |
| colspan="1" |Set magazine ammo type flags
|-
| colspan="1" |Mag Indicator
| colspan="1" |class
| colspan="1" |
| colspan="1" |
|}


* ''Process zeroing data''
== MuzzleUIInfo ==
* ''Toggle sight point diag''
''Inherits parameters from UIInfo''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
==== Show Caliber ====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Show caliber indicator in weapon UI.
|-
| colspan="1" |
==== Caliber ====
| colspan="1" |''string''
| colspan="1" |
| colspan="1" |Caliber identification, e.g. 7.62×39mm
|-
| colspan="1" |Firemode Icon Imageset
| colspan="1" |''resource''
| colspan="1" |imageset
| colspan="1" |Imageset with most of weapon info textures
|-
| colspan="1" |Firemode Glow Imageset
| colspan="1" |''resource''
| colspan="1" |
| colspan="1" |Imageset with most of weapon info textures
|-
| colspan="1" |Firemode Single
| colspan="1" |string
| colspan="1" |
| colspan="1" |Name of the icon representing single fire mode in '''Firemode Icon Imageset'''
|-
| colspan="1" |Firemode Burst
| colspan="1" |string
| colspan="1" |
| colspan="1" |Name of the icon representing burst fire mode in '''Firemode Icon Imageset'''
|-
| colspan="1" |Firemode Auto
| colspan="1" |string
| colspan="1" |
| colspan="1" |Name of the icon representing full auto fire mode in '''Firemode Icon Imageset'''
|-
|-
| WeaponAnimationComponent
| colspan="1" |Firemode Safty
| General weapon animation components (includes weapon related animations for characters)
| colspan="1" |string
| colspan="1" |
| colspan="1" |Name of the icon representing safe mode in '''Firemode Icon Imageset'''
|-
|-
| RplComponent
| colspan="1" |Mag Indicator
| Enables proper replication of this entity over network
| colspan="1" |
| colspan="1" |
| colspan="1" |
|}
|}


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


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


=== ActionsManagerComponent ===
= 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)
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


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


=== Hierarchy ===
== 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


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


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


== Weapon-Related Components ==
* Doesn't require any extra configuration for weapon


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


=== CaseEjectingEffectComponent ===
= Weapon related components =


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


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


==== Hit detection ====
Should be child of of '''MuzzleComponent'''


=== SCR_WeaponAttachmentsStorageComponent ===
''Inherits from MuzzleEffectComponent''


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


=== SightsComponent ===
== 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.


=== AttachmentSlotComponent ===
Should be child of of '''MuzzleComponent'''


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


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


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


* '''Automatic''' - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
=== Hit detection ===
* '''Manual''' - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
|-
| Ik Obstruction Enabled
| colspan="1" |
| ''bool''
===== Num Of Measurements =====
|
| colspan="1" |''integer''
| Transmission have three settings: reverse, neutral and drive
| colspan="1" |
| colspan="1" |Number of measurements in frame
|-
|-
| Obstruction Test Character Offset
| colspan="1" |
|
===== Collision Probes Pos =====
|
| colspan="1" |''array of vectors''
|
| colspan="1" |
| colspan="1" |List of coords where the collision probes will be placed (related to model)
|-
|-
| Obstruction Test Added Length
| colspan="1" |
|
===== Num Of Failed Probes Tolerance =====
|
| colspan="1" |''integer''
|
| colspan="1" |
| colspan="1" |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'''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
===== Attributes =====
| colspan="1" |''class''
| colspan="1" |SCR_ItemAttributeCollection
| colspan="1" |Class containing various item attributes
|-
| colspan="1" |
===== 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)
|-
| colspan="1" |
===== Priority =====
| colspan="1" |''integer''
| colspan="1" |
| colspan="1" |Storage priority
|-
| colspan="1" |
===== Storage Purpose =====
| colspan="1" |''array of bools''
| colspan="1" |
| colspan="1" |Storage usage purpose
|-
| colspan="1" |
===== Use Capacity Coefficient =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Use item volume coefficient for capacity
|-
| colspan="1" |
===== Capacity Coefficient =====
| colspan="1" |''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
|-
| colspan="1" |
===== Max Cumulative Volume =====
| colspan="1" |''float''
| colspan="1" |cm^3
| colspan="1" |Maximum cumulative volume capacity in cm^3. Only visible when Use Capacity Coefficient is set to false
|-
| colspan="1" |
===== Max Item Size =====
| colspan="1" |''float''
| colspan="1" |cm^3
| colspan="1" |Maximum allowed item size (item can be rotated) cm^3 Only visible when Use Capacity Coefficient is set to false
|}
 
=== SCR_ItemAttributeCollection ===
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
===== Item Display Name =====
| colspan="1" |''class''
| colspan="1" |MagazineUIInfo
| colspan="1" |UI related attributes
|-
| colspan="1" |
===== Item Phys Attributes =====
| colspan="1" |''class''
| colspan="1" |ItemPhysicalAttributes
| colspan="1" |Physical attributes
|-
| colspan="1" |
===== Item Animation Attributes =====
| colspan="1" |''class''
| colspan="1" |ItemAnimationAttributes
| colspan="1" |Animation attributes
|-
| colspan="1" |
===== Custom Attributes =====
| colspan="1" |''array of classes''
| colspan="1" |
| colspan="1" |Item specific attributes can be set here
|-
| colspan="1" |
===== Common Item Type =====
| colspan="1" |''enum''
| colspan="1" |
| colspan="1" |Common item type identifier. Available options:
 
* NONE
* BANDAGE
* AMMO
* MG_AMMO
* FOOD
* BINOCULARS
* COMPASS
* FLASHLIGHT
* RADIO
* WATCH
|-
| colspan="1" |
===== Size =====
| colspan="1" |''enum''
| colspan="1" |
| colspan="1" |Slot size. Available options:
 
* SLOT_1x1
* SLOT_2x1
* SLOT_2x2
* SLOT_3x3
|-
| colspan="1" |
===== Slot Type =====
| colspan="1" |''enum''
| colspan="1" |
| colspan="1" |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
|-
| colspan="1" |
===== Draggable =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Sets item movable by drag'n'drop
|}
 
== WeaponSoundComponent ==
Provides (signals) connection to sound engine
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
===== Mute =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Should this component be muted by default?
|-
| colspan="1" |
===== Filenames =====
| colspan="1" |''array of resources''
| colspan="1" |
| colspan="1" |List of audio projects which are assigned to this asset
|-
| colspan="1" |
===== On Frame Update =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Enable/disable on-frame updating of the component
|-
| colspan="1" |
===== Script Callbacks =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Callbacks for scripted methods
|-
| colspan="1" |
===== Distance Management =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Updating sounds and ability to play them automatically enabled or disabled based on their distance from camera
|-
| colspan="1" |
===== Include Inactive =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Distance management for inactive component
|-
| colspan="1" |
===== Sound Points =====
| colspan="1" |''array of classes''
| colspan="1" |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
|}
 
== WeaponAnimationComponent ==
General weapon animation components (includes weapon related animations for characters)
 
Should be child of of '''WeaponComponent'''
 
''Inherits from BaseItemAnimationComponent''
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
===== Anim Graph =====
| colspan="1" |''resource''
| colspan="1" |
| colspan="1" |Animation graph resource
|-
| colspan="1" |
===== Anim Instance =====
| colspan="1" |''resource''
| colspan="1" |
| colspan="1" |Animation graph instance
|-
| colspan="1" |
===== Start Node =====
| colspan="1" |''string''
| colspan="1" |
| colspan="1" |Node where to start from
|-
| colspan="1" |
===== Always Active =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Should component be always active? Otherwise will be active only when synced with Character.
|-
| colspan="1" |
===== Anim Injection =====
| colspan="1" |''class''
| colspan="1" |AnimationAttachmentInfo
| colspan="1" |Character animation injection to be set to character's anim graph attachment node
|-
| colspan="1" |
===== Bind With Injection =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Bind commands only when character injection is setup
|-
| colspan="1" |
===== Auto Command Bind =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Automatically Bind all commands from template
|-
| colspan="1" |
===== Anim Commands To Bind =====
| colspan="1" |''array of classes''
| colspan="1" |
| colspan="1" |Only visible when Auto Command Bind is set to false
|-
| colspan="1" |
===== Auto Variables Bind =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Automatically Bind all variables from template
|-
| colspan="1" |
===== Anim Variables To Bind =====
| colspan="1" |''array of classes''
| colspan="1" |
| colspan="1" |Only visible when Auto Variables Bind is set to false
|-
| colspan="1" |
===== Mesh Visibility Configuration =====
| colspan="1" |''class''
| colspan="1" |MeshesVisibilitySwitchConfig
| colspan="1" |Animation commands to be synchronized with character graph
|-
|-
| Obstruction Test Breaking Threshold
| colspan="1" |
|
===== Rest On Deactivation =====
|
| colspan="1" |''bool''
|
| colspan="1" |
| colspan="1" |On component deactivation, should the internal animation state be reset and the base pose applied?
|-
|-
| Obstruction Alpha Threshold
| colspan="1" |
|
===== Simulate On Headless =====
|
| colspan="1" |''bool''
|
| colspan="1" |
| colspan="1" |Should we simulate current animations on headless builds?
|-
|-
| Obstruction Test BB Scale
| colspan="1" |
|
===== Deactivation Delay =====
|
| colspan="1" |''float''
|
| colspan="1" |
| colspan="1" |Delay before animations go to sleep when inactive state was requested
|}
|}


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


==== Sound ====
=== Sound ===
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
===== Sound Int =====
| colspan="1" |''integer''
| colspan="1" |
| colspan="1" |Value of corresponding sound signal when sight is used.
|}
 
=== SCR_FixedFOVInfo ===
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
===== Field Of View =====
| colspan="1" |''float''
| colspan="1" |degrees
| colspan="1" |Fixed field of view in degrees
|}


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


==== Rest ====
== 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'')
{| class="wikitable"
{| class="wikitable"
! Param
! colspan="1" |Param
! Type
! colspan="1" |Type
! Unit
! colspan="1" |Unit
! Description
! colspan="1" |Description
|-
|-
| Signals Source Access
| colspan="1" |
|
===== Attachment Slot =====
|
| colspan="1" |''class''
|
| colspan="1" |
| colspan="1" |Defines position of the attachment
|-
|-
| Use Aiming Type
| colspan="1" |
|
===== Attachment Type =====
|
| colspan="1" |''class''
|
| colspan="1" |
| colspan="1" |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.
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
|-
| Is Throwable
| colspan="1" |
|
===== Should Handle Obstruction =====
|
| colspan="1" |''bool''
|
| colspan="1" |
| colspan="1" |Should weapon obstruction be handled with current weapon in hands?
|-
|-
| Weapon Type
| colspan="1" |
|
===== Ik Obstruction Enabled =====
|
| colspan="1" |''bool''
|
| colspan="1" |
| colspan="1" |Should weapon obstruction be handled by applying IK offset to obstruction pose from SwayModifier?
|-
|-
| UI Info
| colspan="1" |
|
===== Obstruction Test Character Offset =====
|
| colspan="1" |''vector''
|
| colspan="1" |
| colspan="1" |Offset from character obstruction reference point (neck), to weapon handling point
|-
|-
| Weapon Slot Type
| colspan="1" |
|
===== Obstruction Test Added Length =====
|
| colspan="1" |''float''
|
| colspan="1" |
| colspan="1" |Offset from trace endpoint (character reference point + character offset + weapon length) that will be include in obstruction test.
|-
|-
| Weapon Offset
| colspan="1" |
|
===== Obstruction Test Breaking Threshold =====
|
| colspan="1" |''float''
|
| colspan="1" |
| colspan="1" |Maximum distance of weapon translation from obstacle before applying obstruction
|-
|-
| Weapon Offset ADS
| colspan="1" |
|
===== Obstruction Alpha Threshold =====
|
| colspan="1" |''float''
|
| colspan="1" |
| colspan="1" |Obstruction alpha after which weapon will be considered fully obstructed, which will prevent it from firing for example
|-
| colspan="1" |
===== Obstruction Test BB Scale =====
| colspan="1" |''vector''
| colspan="1" |
| colspan="1" |Scale to apply to weapon bounding box when performing obstruction
|}
|}


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


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


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


* '''Automatic''' - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
* None
* '''Manual''' - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
* Weapon
* MainTurret
* TargetingPod
|-
| colspan="1" |
===== Is Throwable =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Is this weapon a throwable item (like grenade)?
|-
|-
| Transmission RND
| colspan="1" |
| ''bool''
===== Weapon Type =====
|
| colspan="1" |''string''
| Transmission have three settings: reverse, neutral and drive
| colspan="1" |
| colspan="1" |Defines how AI will recognize this weapon.
 
Available options:
 
* None
* Rifle
* GrenadeLauncher
* SniperRifle
* RocketLauncher
* MachineGun
* Handgun
* FragGrenade
* SmokeGrenade
|-
| colspan="1" |
===== UI Info =====
| colspan="1" |''class''
| colspan="1" |WeaponUIInfo
| colspan="1" |
|-
| colspan="1" |
===== Weapon Slot Type =====
| colspan="1" |''string''
| colspan="1" |
| colspan="1" |Weapon slot type
|-
| colspan="1" |
===== Weapon Offset =====
| colspan="1" |''vector''
| colspan="1" |
| colspan="1" |Linear offset of weapon when held
|-
| colspan="1" |
===== Weapon Offset ADS =====
| colspan="1" |''vector''
| colspan="1" |
| colspan="1" |Linear offset of weapon when aiming
|-
| colspan="1" |
===== Can Be On Sling =====
| colspan="1" |''bool''
| colspan="1" |
| colspan="1" |Should current weapon be allowed to be placed on sling?
|}
|}


==== Configuration ====
== 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 ===
{| class="wikitable"
{| class="wikitable"
! Param
! colspan="1" |Param
! Type
! colspan="1" |Type
! Unit
! colspan="1" |Unit
! Description
! colspan="1" |Description
|-
| colspan="1" |
===== Magazine Well =====
| colspan="1" |''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
|-
| colspan="1" |
===== Magazine Template =====
| colspan="1" |''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
|-
|-
| Type
| colspan="1" |
|
===== Magazine Position =====
|
| colspan="1" |''class''
| Type of gearbox
| colspan="1" |InventoryStorageSlot
| colspan="1" |Defines where magazines are attached. Usually '''Pivot ID''' "''slot_magazine''" is used and '''Child Pivot ID''' "''snap_weapon''"
|}


* '''Automatic''' - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
=== Weapon moddifiers ===
* '''Manual''' - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
{| class="wikitable"
! colspan="1" |Param
! colspan="1" |Type
! colspan="1" |Unit
! colspan="1" |Description
|-
| colspan="1" |
===== Weapon Aim Modifiers =====
| colspan="1" |''array of classes''
| colspan="1" |''...AimModifier'' classes
| colspan="1" |
|-
| colspan="1" |
===== Bullet Init Speed Coef =====
| colspan="1" |''float''
| colspan="1" |coefficient
| colspan="1" |How much this muzzle changes initial speed of bullet. F.e. longer barrels achieve higher velocity.
|-
| colspan="1" |
===== Dispersion Diameter =====
| colspan="1" |''float''
| colspan="1" |meters
| colspan="1" |Diameter of dispersion cone at Dispersion Range.
|-
|-
| Transmission RND
| colspan="1" |
| ''bool''
===== Dispersion Range =====
|
| colspan="1" |''float''
| Transmission have three settings: reverse, neutral and drive
| colspan="1" |meters
| colspan="1" |Distance from target where Dispersion Diameter is being measured
|}
|}


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


==== BaseFireMode ====
{| class="wikitable"
{| class="wikitable"
! Param
! colspan="1" |Param
! Type
! colspan="1" |Type
! Unit
! colspan="1" |Unit
! Description
! colspan="1" |Description
|-
| colspan="1" |
===== Max Burst =====
| colspan="1" |''float''
| colspan="1" |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
|-
|-
| Type
| colspan="1" |
|
===== Burst Type =====
|
| colspan="1" |''string''
| Type of gearbox
| colspan="1" |
| colspan="1" |Only visible when '''Max Burst''' is above 0


* '''Automatic''' - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
Available options
* '''Manual''' - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
 
* '''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
|-
|-
| Transmission RND
| colspan="1" |
| ''bool''
===== Max Salvo =====
|
| colspan="1" |''float''
| Transmission have three settings: reverse, neutral and drive
| colspan="1" |rounds
| colspan="1" |Amount of bullets fired at once after pressing trigger once
|-
| colspan="1" |
===== Rounds Per Minute =====
| colspan="1" |''float''
| colspan="1" |rounds per minute
| colspan="1" |Cyclic rate of fire of weapon in rounds per minute
|-
| colspan="1" |
===== UI Name =====
| colspan="1" |''string''
| colspan="1" |
| colspan="1" |UI Name - unused
|}
|}




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

Revision as of 11:01, 28 June 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