Weapon Components – Arma Reforger

From Bohemia Interactive Community
Revision as of 10:51, 21 June 2022 by Lou Montana (talk | contribs) (Page creation)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Components on e.g AK-74 rifle

Component Description
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
Hierarchy Enables entity hierarchy (required by RplComponent)
SCR_MuzzleEffectComponent Defines muzzle flash and it's position with
  • Particle Effect - path to particle effect
  • Effect Position - links to node/bone in weapon model
CaseEjectingEffectComponent
SCR_MeleeWeaponProperties Defines melee attack properties of the weapon
SCR_WeaponAttachmentsStorageComponent Defines inventory properties of the weapon like display name, size, preview image and also weapon IK pose
RigidBody Weapon should ideally have collision
  • Layer Preset - should be empty
  • Model Geometry - should be checked - to use colliders in weapon model
SignalsManagerComponent Can be used for controlling values by animations, sounds, UI, particles and so on.
  • Doesn't require any extra configuration for weapon
WeaponSoundComponent Provides (signals) connection to sound engine
  • Filenames - points to sound project files (.acp)
SightsComponent
  • Sights Position - defines position of eye (camera) when in ADS with
  • Sights FOV - FOV of camera when in sights
  • Sights Ranges - has two values - x and y
    • x - ranges from 0-1 and is connected to animation of weapon sight
    • y - range in meters (value for UI)

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

  • Process zeroing data
  • Toggle sight point diag
AttachmentSlotComponent For attaching various attachment on weapon (scopes, flashlights, etc.).
  • Attachment Position
    • Pivot ID - Attachment could be snapped by using(reads bones from weapons) and
    • Child Pivot ID (node in attachment model, usually "snap_weapon") parameters. located in.
  • Attachment Template - definition of attachment prefab
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

  • Muzzle End Positions
    • PointInfoClass
      • PivotID - name of bone/node where barrel starts
    • ChamberedAmmo - determines if weapon can have ammo in chamber (usually closed bolt weapons)
  • FireModes - used can add multiple firemodes (BaseFireModeClass)
    • BaseFireModeClass -
      • 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 General weapon components
  • Signals Source Access -
  • Use Aiming Type - should be "Weapon" for infantry weapons
  • UI Info
    • Name - name which UI uses to display
    • Icon - icons used by UI
    • Show Weapon Name -
    • Mag Indicator
  • Weapon Type
  • Weapon Slot Type
  • Weapon Offset
  • Weapon Offset ADS
  • Can Be On Sling

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

  • Process zeroing data
  • Toggle sight point diag
WeaponAnimationComponent General weapon animation components (includes weapon related animations for characters)
RplComponent Enables proper replication of this entity over network


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

RigidBody

Hierarchy

SignalsManagerComponent

Weapon-Related Components

SCR_MuzzleEffectComponent

CaseEjectingEffectComponent

SCR_MeleeWeaponProperties

Global

Hit detection

SCR_WeaponAttachmentsStorageComponent

WeaponSoundComponent

SightsComponent

AttachmentSlotComponent

WeaponComponent

Weapon Obstruction

General
Param Type Unit Description
Should Handle Obstruction Type of gearbox
  • Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
  • Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
Ik Obstruction Enabled bool Transmission have three settings: reverse, neutral and drive
Obstruction Test Character Offset
Obstruction Test Added Length
Obstruction Test Breaking Threshold
Obstruction Alpha Threshold
Obstruction Test BB Scale

Camera Impact

Param Type Unit Description
Sights Camera Roll Scaler

Sound

Param Type Unit Description
Sound Int

Rest

Param Type Unit Description
Signals Source Access
Use Aiming Type
Is Throwable
Weapon Type
UI Info
Weapon Slot Type
Weapon Offset
Weapon Offset ADS

MuzzleComponent

Magazine

Param Type Unit Description
Type Type of gearbox
  • Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
  • Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
Transmission RND bool Transmission have three settings: reverse, neutral and drive

Configuration

Param Type Unit Description
Type Type of gearbox
  • Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
  • Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
Transmission RND bool Transmission have three settings: reverse, neutral and drive

Fire Modes

Param Type Unit Description
Type Type of gearbox
  • Automatic - Automatic shifting and transition to reversing, W/S - throttle/brake or brake/throttle when reversing.
  • Manual - Manual shifting, W - always throttle, S - always brake, Q/E to shift gears
Transmission RND bool Transmission have three settings: reverse, neutral and drive