Arma Reforger Script API
Loading...
Searching...
No Matches
AnimPhysCommandScripted Interface Reference
Inheritance diagram for AnimPhysCommandScripted:
ScriptedCommand CharacterCommandScripted SCR_CharacterCommandFly SCR_CharacterCommandSwim SCR_CharacterCommandLoiter

Public Member Functions

void OnActivate ()
 virtual to be overridden called when command starts
 
void OnDeactivate ()
 called when command ends
 
proto native bool IsFlagAutoDelete ()
 autodelete flag (when set, agent will delete the command after returning PreAnimUpdate or PostPhysicsUpdate automaticaly) usable for additive commands
 
proto native void SetFlagAutoDelete (bool pV)
 
proto native void SetFlagFinished (bool pFinished)
 this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
 
proto native bool IsFlagFinished ()
 
void PreAnimUpdate (float pDt)
 override this ! called before any animation is processed here change animation values, add animation commands

 
proto native void PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat)
 
proto native void PreAnim_CallCommand4I (int pCommand, int pParamInt1, int pParamInt2, int pParamInt3, int pParamInt4, float pParamFloat)
 
proto native void PreAnim_SetFloat (int pVar, float pFlt)
 
proto native void PreAnim_SetInt (int pVar, int pInt)
 
proto native void PreAnim_SetBool (int pVar, bool pBool)
 
proto native void PreAnim_SetAttachment (string bindingName, string animGraphResourceName, string animInstanceResourceName, string startingNodeName)
 
void PrePhysUpdate (float pDt)
 override this ! after animation is processed, before physics is processed
 
proto native bool PrePhys_IsEvent (int pEvent)
 script function usable in PrePhysUpdate
 
proto native bool PrePhys_IsTag (int pTag)
 
proto bool PrePhys_GetPredictionEval (int pPrediction, out int pGlobalBoneIndex, out bool pIsTranslation, out bool pIsRotation, out vector pOutTransl, out float pOutRot[4], out float pTimeToPrediction, out float pNormTimeInAnims)
 
proto native bool PrePhys_GetTranslation (out vector pOutTransl)
 
proto native bool PrePhys_GetRotation (out float pOutRot[4])
 
proto native void PrePhys_SetTranslation (vector pInTransl)
 
proto native void PrePhys_SetRotation (float pInRot[4])
 
bool PostPhysUpdate (float pDt)
 override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
 
proto native void PostPhys_GetPosition (out vector pOutTransl)
 script function usable in PostPhysUpdate
 
proto native void PostPhys_GetRotation (out float pOutRot[4])
 
proto native void PostPhys_SetPosition (vector pInTransl)
 
proto native void PostPhys_SetRotation (float pInRot[4])
 
proto native void PostPhys_LockRotation ()
 

Protected Member Functions

void AnimPhysCommandScripted ()
 constructor is protected - we don't wnat instances of this "abstract" class
 

Constructor & Destructor Documentation

◆ AnimPhysCommandScripted()

void AnimPhysCommandScripted.AnimPhysCommandScripted ( )
protected

constructor is protected - we don't wnat instances of this "abstract" class

Member Function Documentation

◆ IsFlagAutoDelete()

proto native bool AnimPhysCommandScripted.IsFlagAutoDelete ( )

autodelete flag (when set, agent will delete the command after returning PreAnimUpdate or PostPhysicsUpdate automaticaly) usable for additive commands

◆ IsFlagFinished()

proto native bool AnimPhysCommandScripted.IsFlagFinished ( )

◆ OnActivate()

void AnimPhysCommandScripted.OnActivate ( )

virtual to be overridden called when command starts

Implemented in SCR_CharacterCommandFly, SCR_CharacterCommandLoiter, and SCR_CharacterCommandSwim.

◆ OnDeactivate()

void AnimPhysCommandScripted.OnDeactivate ( )

called when command ends

Implemented in SCR_CharacterCommandFly, SCR_CharacterCommandLoiter, and SCR_CharacterCommandSwim.

◆ PostPhys_GetPosition()

proto native void AnimPhysCommandScripted.PostPhys_GetPosition ( out vector pOutTransl)

script function usable in PostPhysUpdate

◆ PostPhys_GetRotation()

proto native void AnimPhysCommandScripted.PostPhys_GetRotation ( out float pOutRot[4])

◆ PostPhys_LockRotation()

proto native void AnimPhysCommandScripted.PostPhys_LockRotation ( )

◆ PostPhys_SetPosition()

proto native void AnimPhysCommandScripted.PostPhys_SetPosition ( vector pInTransl)

◆ PostPhys_SetRotation()

proto native void AnimPhysCommandScripted.PostPhys_SetRotation ( float pInRot[4])

◆ PostPhysUpdate()

bool AnimPhysCommandScripted.PostPhysUpdate ( float pDt)

override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))

Implemented in SCR_CharacterCommandFly, and SCR_CharacterCommandSwim.

◆ PreAnim_CallCommand()

proto native void AnimPhysCommandScripted.PreAnim_CallCommand ( int pCommand,
int pParamInt,
float pParamFloat )

◆ PreAnim_CallCommand4I()

proto native void AnimPhysCommandScripted.PreAnim_CallCommand4I ( int pCommand,
int pParamInt1,
int pParamInt2,
int pParamInt3,
int pParamInt4,
float pParamFloat )

◆ PreAnim_SetAttachment()

proto native void AnimPhysCommandScripted.PreAnim_SetAttachment ( string bindingName,
string animGraphResourceName,
string animInstanceResourceName,
string startingNodeName )

◆ PreAnim_SetBool()

proto native void AnimPhysCommandScripted.PreAnim_SetBool ( int pVar,
bool pBool )

◆ PreAnim_SetFloat()

proto native void AnimPhysCommandScripted.PreAnim_SetFloat ( int pVar,
float pFlt )

◆ PreAnim_SetInt()

proto native void AnimPhysCommandScripted.PreAnim_SetInt ( int pVar,
int pInt )

◆ PreAnimUpdate()

void AnimPhysCommandScripted.PreAnimUpdate ( float pDt)

override this ! called before any animation is processed here change animation values, add animation commands

Implemented in SCR_CharacterCommandFly, and SCR_CharacterCommandSwim.

◆ PrePhys_GetPredictionEval()

proto bool AnimPhysCommandScripted.PrePhys_GetPredictionEval ( int pPrediction,
out int pGlobalBoneIndex,
out bool pIsTranslation,
out bool pIsRotation,
out vector pOutTransl,
out float pOutRot[4],
out float pTimeToPrediction,
out float pNormTimeInAnims )

◆ PrePhys_GetRotation()

proto native bool AnimPhysCommandScripted.PrePhys_GetRotation ( out float pOutRot[4])

◆ PrePhys_GetTranslation()

proto native bool AnimPhysCommandScripted.PrePhys_GetTranslation ( out vector pOutTransl)

◆ PrePhys_IsEvent()

proto native bool AnimPhysCommandScripted.PrePhys_IsEvent ( int pEvent)

script function usable in PrePhysUpdate

◆ PrePhys_IsTag()

proto native bool AnimPhysCommandScripted.PrePhys_IsTag ( int pTag)

◆ PrePhys_SetRotation()

proto native void AnimPhysCommandScripted.PrePhys_SetRotation ( float pInRot[4])

◆ PrePhys_SetTranslation()

proto native void AnimPhysCommandScripted.PrePhys_SetTranslation ( vector pInTransl)

◆ PrePhysUpdate()

void AnimPhysCommandScripted.PrePhysUpdate ( float pDt)

override this ! after animation is processed, before physics is processed

Implemented in SCR_CharacterCommandFly, SCR_CharacterCommandLoiter, and SCR_CharacterCommandSwim.

◆ SetFlagAutoDelete()

proto native void AnimPhysCommandScripted.SetFlagAutoDelete ( bool pV)

◆ SetFlagFinished()

proto native void AnimPhysCommandScripted.SetFlagFinished ( bool pFinished)

this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );


The documentation for this interface was generated from the following file: