Animation Editor: Human Variables – Arma Reforger

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(Page creation)
 
(updated available variables)
Line 5: Line 5:
! Max
! Max
! Usage
! Usage
!Used In
|-
|-
| MovementSpeed
| MovementSpeed
| Float
| float
| 0
| 0
| 3
| 3
| 0 is not moving, 1 is walking, 2 is running, 3 is sprinting
| 0 is not moving, 1 is walking, 2 is running, 3 is sprinting
|
|-
|MovementSpeedReal
|float
|0
|10
|Animation variable which keeps the current speed of the character in meters per second
|
|-
|-
| MovementDirection
| MovementDirection
| Float
| float
| -180
| -180
| 180
| 180
| Movement direction in degrees, 0 is forward, -90 is left, etc
| Movement direction in degrees, 0 is forward, -90 is left, etc
|
|-
|HasLocomotionInput
|bool
|
|
|Has locomotion input for animators to be able to read if there is any input or if the character should stop - used for inertia
|
|-
|-
| Stance
| Stance
Line 23: Line 40:
| 2
| 2
| 0 is standing, 1 is crouching, 2 is prone
| 0 is standing, 1 is crouching, 2 is prone
|
|-
|-
| Look
| Look
Line 29: Line 47:
|
|
| True = looking dir is used, false = looking dir is not used
| True = looking dir is used, false = looking dir is not used
|
|-
|-
| LookX
| LookX
| float
| float
| -180
| -180
| 180
| 180
| Used for look at
| Used for look at
|
|-
|-
| LookY
| LookY
| float
| float
| -90
| -90
| 90
| 90
| Used for look at
| Used for look at
|
|-
|-
| WaterLevel
| WaterLevel
Line 47: Line 68:
| 1.0
| 1.0
| This causes the character to act as if he is walking in water (only with rifles so far)
| This causes the character to act as if he is walking in water (only with rifles so far)
|
|-
|-
| TriggerPulled
| TriggerPulled
Line 53: Line 75:
|
|
| If true, the finger on the character's weapon hand will be pulled
| If true, the finger on the character's weapon hand will be pulled
|
|-
|-
| WeaponObstruction
| WeaponObstruction
Line 59: Line 82:
|
|
| If true, the weapon will be pointing upwards to avoid the obstacle in front of them
| If true, the weapon will be pointing upwards to avoid the obstacle in front of them
|
|-
|-
| ADSAdjust
| ADSAdjust
Line 65: Line 89:
| 1.0
| 1.0
| If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles.
| If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles.
|
|-
|-
| ADS
| ADS
Line 71: Line 96:
|
|
| This makes the character aim down sights
| This makes the character aim down sights
|
|-
|-
| AimX
| AimX
| float
| float
| -180
| -180
| 180
| 180
| Used for aiming
| Used for aiming
|
|-
|-
| AimY
| AimY
| float
| float
| -90
| -90
| 90
| 90
| Used for aiming
| Used for aiming
|
|-
|-
| LeanForward
| LeanForward
Line 89: Line 117:
| 90
| 90
| This leans the character forward while in melee combat
| This leans the character forward while in melee combat
|
|-
|-
| TurnAmount
| TurnAmount
| float
| float
| -2.0
| -2.0
| 2.0
| 2.0
| Use with command '''CMD_Turn'''. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180
| Use with command '''CMD_Turn'''. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180
|
|-
|-
| Lean
| Lean
| float
| float
| -1.0
| -1.0
| 1.0
| 1.0
| This leans the character to the left and right
| This leans the character to the left and right
|
|-
|Low
|bool
|
|
|
|
|-
|-
| ArmIK
| ArmIK
Line 107: Line 145:
| 7
| 7
| Used by character controller
| Used by character controller
|
|-
|-
| AimIKX
| AimIKX
| float
| float
| -180
| -180
| 180
| 180
| Used by character controller
| Used by character controller
|
|-
|-
| DamageDirection
| DamageDirection
| float
| float
| -180
| -180
| 180
| 180
| This is used with '''CMD_Combat_DamageLight''' and '''CMD_Combat_DamageHeavy''' to determine the direction of the hit
| This is used with '''CMD_Combat_DamageLight''' and '''CMD_Combat_DamageHeavy''' to determine the direction of the hit
|
|-
|-
| AimIKZ
| AimIKZ
| float
| float
| -180
| -180
| 180
| 180
| Used by character controller
| Used by character controller
|
|-
|-
| AimTransX
| AimTransX
| float
| float
| -100
| -100
| 100
| 100
| Used by character controller
| Used by character controller
|
|-
|-
| AimTransY
| AimTransY
| float
| float
| -100
| -100
| 100
| 100
| Used by character controller
| Used by character controller
|
|-
|-
| AimTransZ
| AimTransZ
| float
| float
| -100
| -100
| 100
| 100
| Used by character controller
| Used by character controller
|
|-
|-
| VehicleType
| VehicleType
| int
| int
| -1
| -1
| 10
| 10
| This sets the current vehicle that you're going to enter
| This sets the current vehicle that you're going to enter
|
|-
|-
| VehicleSteering
| VehicleSteering
| float
| float
| -1.0
| -1.0
| 1.0
| 1.0
| -1 is steering 100% left, and 1 is turning 100% right
| -1 is steering 100% left, and 1 is turning 100% right
|
|-
|-
| VehicleThrottle
| VehicleThrottle
Line 161: Line 208:
| 1.0
| 1.0
| This controls how much the throttle foot is pushing down
| This controls how much the throttle foot is pushing down
|
|-
|-
| VehicleClutch
| VehicleClutch
Line 167: Line 215:
| 1.0
| 1.0
| This controls how much the clutch foot is pushing down
| This controls how much the clutch foot is pushing down
|
|-
|-
| VehicleBrake
| VehicleBrake
Line 173: Line 222:
|
|
| This makes the character brake, which overrides the VehicleClutch variable
| This makes the character brake, which overrides the VehicleClutch variable
|
|-
|-
| VehicleAccelerationFB
| VehicleAccelerationFB
| float
| float
| -1
| -1
| 1
| 1
|
|
|
|-
|-
| VehicleAccelerationLR
| VehicleAccelerationLR
| float
| float
| -1
| -1
| 1
| 1
|
|
|
|-
|-
Line 190: Line 242:
| 0
| 0
| 1
| 1
|
|
|
|-
|-
| LadderMovement
| LadderMovement
| int
| int
| -2
| -2
| 2
| 2
|
|
|-
|Look
|bool
|
|
|
|
|
|-
|-
| Firing
| Firing
| bool
| bool
|
|
|
|
|
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| 0
| 0
| 15
| 15
|See [[Arma Reforger:Animation Editor: Vehicles Actions Commands#SeatPositionType|Vehicle Actions Commands]]
|
|
|-
|-
| DebugNewAimTurns
| DebugNewAimTurns
| bool
| bool
|
|
|
|
|
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| AimTurnX
| AimTurnX
| float
| float
| -90
| -90
| 90
| 90
|
|
|
|-
|-
| Horn
| Horn
| bool
| bool
|
|
|
|
|
Line 232: Line 298:
| 0
| 0
| 9
| 9
|
|
|
|-
|-
Line 238: Line 305:
| 0
| 0
| 1
| 1
|State of sight adjustment (like ironsights) on the weapon.
|
|
|-
|-
Line 244: Line 312:
|
|
|
|
|True when bipod is deployed on weapon
|
|
|-
|-
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|
|
|
|
|Was the last bullet being fired? Can be used for weapons which holds bolt back after last round
|
|
|-
|-
| Empty
| Empty
| bool
| bool
|
|
|
|
|
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| Cocked
| Cocked
| bool
| bool
|
|
|
|
|
Line 266: Line 338:
| Focused
| Focused
| bool
| bool
|
|
|
|
|
Line 272: Line 345:
| State
| State
| int
| int
| -1
| -1
| 2
| 2
|Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto
|
|
|-
|-
Line 280: Line 354:
| 0
| 0
| 20
| 20
|
|
|
|-
|-
| BandageSelf
| BandageSelf
| bool
| bool
|
|
|
|
|
Line 290: Line 366:
| FreeLook
| FreeLook
| bool
| bool
|
|
|
|
|
Line 298: Line 375:
| 0
| 0
| 210
| 210
|
|
|
|-
|-
Line 304: Line 382:
| 0
| 0
| 2
| 2
|
|
|
|-
|-
Line 310: Line 389:
| 1
| 1
| 8
| 8
|
|
|
|-
|-
| BankAmount
| BankAmount
| float
| float
| -1
| -1
| 1
| 1
|
|
|
|-
|-
| NewTurns
| NewTurns
| bool
| bool
|
|
|
|
|
Line 326: Line 408:
| IsDriver
| IsDriver
| bool
| bool
|
|
|
|
|
Line 334: Line 417:
| 0
| 0
| 1
| 1
|
|
|
|-
|-
| FloorAngle
| FloorAngle
| float
| float
| -90
| -90
| 90
| 90
|
|
|-
|FloorAngleLateral
|
|
|
|
|
|
|-
|-
Line 346: Line 438:
|
|
|
|
|
|
|-
|ADSTime
|float
|0
|2
|
|
|-
|IdlesOff
|bool
|
|
|
|
|-
|TargetYOffset
|float
| -180
|180
|
|
|-
|SpineAccelerationFB
|float
| -1
|1
|
|
|-
|SpineAccelerationLR
|float
| -1
|1
|
|
|-
|CrankX
|float
|0
|1
|
|
|-
|CrankY
|float
|0
|1
|
|
|-
|WeaponHeight
|float
|50
|120
|
|
|-
|StepSize
|float
|0
|1
|
|
|-
|WeaponDeployed
|bool
|
|
|
|
|-
|IsSimulatedIK
|bool
|
|
|
|
|-
|WeaponInspectionState
|int
| -2
|2
|
|
|-
|ItemInspectionState
|int
|0
|1
|
|
|-
|Vehicle_Wobble
|float
|0
|1
|
|
|-
|GetInNoBlending
|bool
|
|
|
|
|-
|CyclicAside
|float
| -1
|1
|rotor mast machinery (or rotor) animations based on cyclic controls
|
|-
|Collective
|float
| -1
|1
|Helicopter collective source
|
|-
|CyclicForward
|float
| -1
|1
|rotor mast machinery (or rotor) animations based on cyclic controls
|
|-
|AntiTorque
|float
| -1
|1
|
|
|-
|GearFB
|float
|0
|0.09
|Used in conjunction with '''Depth Front/Back''' parameter located in '''BaseLoadoutClothComponent'''. Controls Z forward offset of held weapon
|
|-
|GearLR
|float
|0
|0.08
|Used in conjunction with '''Depth Left/Right''' parameter located in '''BaseLoadoutClothComponent'''. Controls left X offset of elbows when cloth is equipped
|
|-
|Facial
|float
|0
|1
|
|
|-
|UnconsciousPose
|int
|1
|5
|
|
|-
|VehicleSpeed
|float
|0
|100
|Vehicle speed in m/s
|
|-
|ADSOffsetHorizontal
|float
| -10
|10
|
|
|-
|ADSOffsetVertical
|float
| -10
|10
|
|
|-
|Stamina
|float
|0
|1
|
|
|-
|IsControlledByPlayer
|bool
|
|
|True if character is controlled by player. Currently it is used to disable idle animations on player controlled characters
|
|
|}
|}

Revision as of 12:47, 14 February 2024

Variable Name Type Min Max Usage Used In
MovementSpeed float 0 3 0 is not moving, 1 is walking, 2 is running, 3 is sprinting
MovementSpeedReal float 0 10 Animation variable which keeps the current speed of the character in meters per second
MovementDirection float -180 180 Movement direction in degrees, 0 is forward, -90 is left, etc
HasLocomotionInput bool Has locomotion input for animators to be able to read if there is any input or if the character should stop - used for inertia
Stance Int 0 2 0 is standing, 1 is crouching, 2 is prone
Look bool True = looking dir is used, false = looking dir is not used
LookX float -180 180 Used for look at
LookY float -90 90 Used for look at
WaterLevel float 0.0 1.0 This causes the character to act as if he is walking in water (only with rifles so far)
TriggerPulled bool If true, the finger on the character's weapon hand will be pulled
WeaponObstruction bool If true, the weapon will be pointing upwards to avoid the obstacle in front of them
ADSAdjust float 0.0 1.0 If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles.
ADS bool This makes the character aim down sights
AimX float -180 180 Used for aiming
AimY float -90 90 Used for aiming
LeanForward float 0.0 90 This leans the character forward while in melee combat
TurnAmount float -2.0 2.0 Use with command CMD_Turn. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180
Lean float -1.0 1.0 This leans the character to the left and right
Low bool
ArmIK int 0 7 Used by character controller
AimIKX float -180 180 Used by character controller
DamageDirection float -180 180 This is used with CMD_Combat_DamageLight and CMD_Combat_DamageHeavy to determine the direction of the hit
AimIKZ float -180 180 Used by character controller
AimTransX float -100 100 Used by character controller
AimTransY float -100 100 Used by character controller
AimTransZ float -100 100 Used by character controller
VehicleType int -1 10 This sets the current vehicle that you're going to enter
VehicleSteering float -1.0 1.0 -1 is steering 100% left, and 1 is turning 100% right
VehicleThrottle float 0.0 1.0 This controls how much the throttle foot is pushing down
VehicleClutch float 0.0 1.0 This controls how much the clutch foot is pushing down
VehicleBrake bool This makes the character brake, which overrides the VehicleClutch variable
VehicleAccelerationFB float -1 1
VehicleAccelerationLR float -1 1
Recoil float 0 1
LadderMovement int -2 2
Look bool
Firing bool
SeatPositionType int 0 15 See Vehicle Actions Commands
DebugNewAimTurns bool
AimTurnX float -90 90
Horn bool
LeftHandGadget int 0 9
SightElevation float 0 1 State of sight adjustment (like ironsights) on the weapon.
Bipod bool True when bipod is deployed on weapon
LastBullet bool Was the last bullet being fired? Can be used for weapons which holds bolt back after last round
Empty bool
Cocked bool
Focused bool
State int -1 2 Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto
WeaponType int 0 20
BandageSelf bool
FreeLook bool
ObstacleHeight float 0 210
ObstructionTEST float 0 2
BodyPart int 1 8
BankAmount float -1 1
NewTurns bool
IsDriver bool
WeaponObstructionFloat float 0 1
FloorAngle float -90 90
FloorAngleLateral
UGL bool
ADSTime float 0 2
IdlesOff bool
TargetYOffset float -180 180
SpineAccelerationFB float -1 1
SpineAccelerationLR float -1 1
CrankX float 0 1
CrankY float 0 1
WeaponHeight float 50 120
StepSize float 0 1
WeaponDeployed bool
IsSimulatedIK bool
WeaponInspectionState int -2 2
ItemInspectionState int 0 1
Vehicle_Wobble float 0 1
GetInNoBlending bool
CyclicAside float -1 1 rotor mast machinery (or rotor) animations based on cyclic controls
Collective float -1 1 Helicopter collective source
CyclicForward float -1 1 rotor mast machinery (or rotor) animations based on cyclic controls
AntiTorque float -1 1
GearFB float 0 0.09 Used in conjunction with Depth Front/Back parameter located in BaseLoadoutClothComponent. Controls Z forward offset of held weapon
GearLR float 0 0.08 Used in conjunction with Depth Left/Right parameter located in BaseLoadoutClothComponent. Controls left X offset of elbows when cloth is equipped
Facial float 0 1
UnconsciousPose int 1 5
VehicleSpeed float 0 100 Vehicle speed in m/s
ADSOffsetHorizontal float -10 10
ADSOffsetVertical float -10 10
Stamina float 0 1
IsControlledByPlayer bool True if character is controlled by player. Currently it is used to disable idle animations on player controlled characters