Animation Editor: Human Variables – Arma Reforger
Category: Arma Reforger/Modding/Official Tools
| 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 | Vehicle acceleration force (front/back) | |
| VehicleAccelerationLR | float | -1 | 1 | Vehicle acceleration force (left/right) | |
| 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 | Vehicle | ||
| 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 | True when gadget (like compass or binoculars) is focused | Gadget | ||
| 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 | True when character is supposed to bandage himself (instead of i.e. other character) | |||
| FreeLook | bool | True when freelook is activated | |||
| ObstacleHeight | float | 0 | 210 | ||
| ObstructionTEST | float | 0 | 2 | ||
| BodyPart | int | 1 | 8 | Controls which body part should be bandaged | |
| BankAmount | float | -1 | 1 | ||
| NewTurns | bool | ||||
| IsDriver | bool | True when character is driver of the vehicle | Vehicle | ||
| WeaponObstructionFloat | float | 0 | 1 | ||
| FloorAngle | float | -90 | 90 | ||
| FloorAngleLateral | |||||
| UGL | bool | ||||
| ADSTime | float | 0 | 2 | ||
| IdlesOff | bool | When true, idle animations on given character are disabled | |||
| 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 | Weapon |
| ItemInspectionState | int | 0 | 1 | State of item inspection | Gadget |
| 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 | Controls unconscious facial animation | |
| UnconsciousPose | int | 1 | 5 | Controls which unconscious pose will character end up | |
| 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 |