Animation Editor: Human Variables – Arma Reforger
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(updated available variables) |
No edit summary |
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| If true, the finger on the character's weapon hand will be pulled | | If true, the finger on the character's weapon hand will be pulled | ||
| | |Weapon | ||
|- | |- | ||
| WeaponObstruction | | WeaponObstruction | ||
Line 103: | Line 103: | ||
| 180 | | 180 | ||
| Used for aiming | | Used for aiming | ||
| | |Weapon | ||
|- | |- | ||
| AimY | | AimY | ||
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| 90 | | 90 | ||
| Used for aiming | | Used for aiming | ||
| | |Weapon | ||
|- | |- | ||
| LeanForward | | LeanForward | ||
Line 201: | Line 201: | ||
| 1.0 | | 1.0 | ||
| -1 is steering 100% left, and 1 is turning 100% right | | -1 is steering 100% left, and 1 is turning 100% right | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleThrottle | | VehicleThrottle | ||
Line 208: | Line 208: | ||
| 1.0 | | 1.0 | ||
| This controls how much the throttle foot is pushing down | | This controls how much the throttle foot is pushing down | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleClutch | | VehicleClutch | ||
Line 215: | Line 215: | ||
| 1.0 | | 1.0 | ||
| This controls how much the clutch foot is pushing down | | This controls how much the clutch foot is pushing down | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleBrake | | VehicleBrake | ||
Line 222: | Line 222: | ||
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| This makes the character brake, which overrides the VehicleClutch variable | | This makes the character brake, which overrides the VehicleClutch variable | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleAccelerationFB | | VehicleAccelerationFB | ||
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| | |True when weapon is being fired | ||
| | |Weapon | ||
|- | |- | ||
| SeatPositionType | | SeatPositionType | ||
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| | |True when vehicle horn is active | ||
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|- | |- | ||
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|True when bipod is deployed on weapon | |True when bipod is deployed on weapon | ||
| | |Weapon | ||
|- | |- | ||
| LastBullet | | LastBullet | ||
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|Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | |Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | ||
| | |Weapon | ||
|- | |- | ||
| Empty | | Empty | ||
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| | | | ||
| | | | ||
| | |True when weapon is empty | ||
| | |Weapon | ||
|- | |- | ||
| Cocked | | Cocked | ||
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| | | | ||
| | | | ||
| | |True when weapon (pistol) is cocked | ||
| | |Weapon | ||
|- | |- | ||
| Focused | | Focused | ||
Line 348: | Line 348: | ||
| 2 | | 2 | ||
|Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | |Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | ||
| | |Weapon | ||
|- | |- | ||
| WeaponType | | WeaponType | ||
Line 474: | Line 474: | ||
|1 | |1 | ||
| | | | ||
| | |Vehicle | ||
|- | |- | ||
|CrankX | |CrankX | ||
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| | | | ||
| | | | ||
| | |True when weapon is deployed | ||
| | |Weapon | ||
|- | |- | ||
|IsSimulatedIK | |IsSimulatedIK | ||
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| -2 | | -2 | ||
|2 | |2 | ||
| | |State of weapon inspection | ||
| | | | ||
|- | |- | ||
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|0 | |0 | ||
|1 | |1 | ||
| | |State of item inspection | ||
| | | | ||
|- | |- | ||
Line 536: | Line 536: | ||
|0 | |0 | ||
|1 | |1 | ||
| | |Character wobble factor in vehicles. Depends on the roughness of terrain vehicle is ridding on | ||
| | |Vehicle | ||
|- | |- | ||
|GetInNoBlending | |GetInNoBlending | ||
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| | | | ||
| | |Helicopter | ||
|- | |- | ||
|CyclicAside | |CyclicAside | ||
Line 550: | Line 550: | ||
| -1 | | -1 | ||
|1 | |1 | ||
| | |Rotor mast machinery (or rotor) animations based on cyclic controls | ||
| | |Helicopter | ||
|- | |- | ||
|Collective | |Collective | ||
Line 558: | Line 558: | ||
|1 | |1 | ||
|Helicopter collective source | |Helicopter collective source | ||
| | |Helicopter | ||
|- | |- | ||
|CyclicForward | |CyclicForward | ||
Line 564: | Line 564: | ||
| -1 | | -1 | ||
|1 | |1 | ||
| | |Rotor mast machinery (or rotor) animations based on cyclic controls | ||
| | |Helicopter | ||
|- | |- | ||
|AntiTorque | |AntiTorque | ||
Line 571: | Line 571: | ||
| -1 | | -1 | ||
|1 | |1 | ||
| | |Helicopter anti torque variable | ||
| | |Helicopter | ||
|- | |- | ||
|GearFB | |GearFB | ||
Line 607: | Line 607: | ||
|100 | |100 | ||
|Vehicle speed in m/s | |Vehicle speed in m/s | ||
| | |Vehicle | ||
|- | |- | ||
|ADSOffsetHorizontal | |ADSOffsetHorizontal |
Revision as of 13:17, 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 | Weapon | ||
WeaponObstruction | bool | If true, the weapon will be pointing upwards to avoid the obstacle in front of them | |||
ADSAdjust | float | 0.0 | 1.0 | If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles. | |
ADS | bool | This makes the character aim down sights | |||
AimX | float | -180 | 180 | Used for aiming | Weapon |
AimY | float | -90 | 90 | Used for aiming | Weapon |
LeanForward | float | 0.0 | 90 | This leans the character forward while in melee combat | |
TurnAmount | float | -2.0 | 2.0 | Use with command CMD_Turn. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180 | |
Lean | float | -1.0 | 1.0 | This leans the character to the left and right | |
Low | bool | ||||
ArmIK | int | 0 | 7 | Used by character controller | |
AimIKX | float | -180 | 180 | Used by character controller | |
DamageDirection | float | -180 | 180 | This is used with CMD_Combat_DamageLight and CMD_Combat_DamageHeavy to determine the direction of the hit | |
AimIKZ | float | -180 | 180 | Used by character controller | |
AimTransX | float | -100 | 100 | Used by character controller | |
AimTransY | float | -100 | 100 | Used by character controller | |
AimTransZ | float | -100 | 100 | Used by character controller | |
VehicleType | int | -1 | 10 | This sets the current vehicle that you're going to enter | |
VehicleSteering | float | -1.0 | 1.0 | -1 is steering 100% left, and 1 is turning 100% right | Vehicle |
VehicleThrottle | float | 0.0 | 1.0 | This controls how much the throttle foot is pushing down | Vehicle |
VehicleClutch | float | 0.0 | 1.0 | This controls how much the clutch foot is pushing down | Vehicle |
VehicleBrake | bool | This makes the character brake, which overrides the VehicleClutch variable | Vehicle | ||
VehicleAccelerationFB | float | -1 | 1 | ||
VehicleAccelerationLR | float | -1 | 1 | ||
Recoil | float | 0 | 1 | ||
LadderMovement | int | -2 | 2 | ||
Look | bool | ||||
Firing | bool | True when weapon is being fired | Weapon | ||
SeatPositionType | int | 0 | 15 | See Vehicle Actions Commands | |
DebugNewAimTurns | bool | ||||
AimTurnX | float | -90 | 90 | ||
Horn | bool | True when vehicle horn is active | |||
LeftHandGadget | int | 0 | 9 | ||
SightElevation | float | 0 | 1 | State of sight adjustment (like ironsights) on the weapon. | |
Bipod | bool | True when bipod is deployed on weapon | Weapon | ||
LastBullet | bool | Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | Weapon | ||
Empty | bool | True when weapon is empty | Weapon | ||
Cocked | bool | True when weapon (pistol) is cocked | Weapon | ||
Focused | bool | ||||
State | int | -1 | 2 | Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | Weapon |
WeaponType | int | 0 | 20 | ||
BandageSelf | bool | ||||
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 | Vehicle | |
CrankX | float | 0 | 1 | ||
CrankY | float | 0 | 1 | ||
WeaponHeight | float | 50 | 120 | ||
StepSize | float | 0 | 1 | ||
WeaponDeployed | bool | True when weapon is deployed | Weapon | ||
IsSimulatedIK | bool | ||||
WeaponInspectionState | int | -2 | 2 | State of weapon inspection | |
ItemInspectionState | int | 0 | 1 | State of item inspection | |
Vehicle_Wobble | float | 0 | 1 | Character wobble factor in vehicles. Depends on the roughness of terrain vehicle is ridding on | Vehicle |
GetInNoBlending | bool | Helicopter | |||
CyclicAside | float | -1 | 1 | Rotor mast machinery (or rotor) animations based on cyclic controls | Helicopter |
Collective | float | -1 | 1 | Helicopter collective source | Helicopter |
CyclicForward | float | -1 | 1 | Rotor mast machinery (or rotor) animations based on cyclic controls | Helicopter |
AntiTorque | float | -1 | 1 | Helicopter anti torque variable | Helicopter |
GearFB | float | 0 | 0.09 | Used in conjunction with Depth Front/Back parameter located in BaseLoadoutClothComponent. Controls Z forward offset of held weapon | |
GearLR | float | 0 | 0.08 | Used in conjunction with Depth Left/Right parameter located in BaseLoadoutClothComponent. Controls left X offset of elbows when cloth is equipped | |
Facial | float | 0 | 1 | ||
UnconsciousPose | int | 1 | 5 | ||
VehicleSpeed | float | 0 | 100 | Vehicle speed in m/s | Vehicle |
ADSOffsetHorizontal | float | -10 | 10 | ||
ADSOffsetVertical | float | -10 | 10 | ||
Stamina | float | 0 | 1 | ||
IsControlledByPlayer | bool | True if character is controlled by player. Currently it is used to disable idle animations on player controlled characters |