Arma Reforger Script API
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Public Member Functions | |
override void | DebugDrawPosition () |
bool | IsCompartmentAccessible () |
void | SetCompartmentAccessible (bool val) |
int | GetCompartmentSection () |
Switching seats is allowed only between compartments with matching area. | |
bool | GetIsWaterTight () |
IEntity | GetVehicle () |
Get vehicle this slot belongs to. | |
IEntity | GetVehicle (out int compartmentID) |
Get vehicle this slot belongs to. | |
bool | IsOccupied () |
Get if compartment is occupied. | |
void | DamageOccupant (float damage, EDamageType damageType, notnull Instigator instigator, bool damageWhileGetIn=true, bool damageWhileGetOut=true) |
void | ScreenShakeOccupant (float damage) |
void | KillOccupant (notnull Instigator instigator, bool eject=false, bool gettingIn=false, bool gettingOut=false) |
void | EjectOccupant (bool forceEject=false, bool ejectUnconsciously=false) |
Get default occupent prefab data. | |
SCR_DefaultOccupantData | GetDefaultOccupantData () |
Get default occupent prefab data. | |
ResourceName | GetDefaultOccupantPrefab (bool checkIfValid=true) |
Get default occupent prefab ResourceName. | |
IEntity | SpawnDefaultCharacterInCompartment (inout AIGroup group, ResourceName groupPrefab="{000CD338713F2B5A}Prefabs/AI/Groups/Group_Base.et") |
Spawn default character within the compartment (Server only) Default characters are defined on the CompartmentSlot. | |
IEntity | SpawnCharacterInCompartment (ResourceName characterPrefab, inout AIGroup group, ResourceName groupPrefab="{000CD338713F2B5A}Prefabs/AI/Groups/Group_Base.et") |
Spawn character within the compartment (Server only) | |
float | GetFreelookAimLimitOverrideDown () |
float | GetFreelookAimLimitOverrideUp () |
float | GetFreelookAimLimitOverrideLeft () |
float | GetFreelookAimLimitOverrideRight () |
vector | GetFreelookCameraNeckOffsetScale () |
float | GetFreelookCameraNeckFollowTraverse () |
float | GetRandomEjectionChance () |
Public Member Functions inherited from ExtBaseCompartmentSlot | |
proto external int | GetAddUserActions (out notnull array< CompartmentUserAction > outAddUserActions) |
proto external bool | IsPiloting () |
proto external void | SetAutoConnectTurret (string name, array< string > aContextIDs) |
proto external string | GetAutoConnectTurret () |
proto external IEntity | GetOwner () |
proto external BaseControllerComponent | GetController () |
proto external ECompartmentType | GetType () |
proto external BaseCompartmentManagerComponent | GetManager () |
proto external int | GetAvailableDoorIndices (out notnull array< int > arr) |
proto external bool | IsAvailableFromDoor (int doorIndex) |
proto external int | PickDoorIndexForPoint (vector point) |
proto external IEntity | AttachedOccupant () |
proto external IEntity | GetOccupant () |
proto external UIInfo | GetUIInfo () |
proto external bool | IsReserved () |
proto external bool | IsReservedBy (IEntity ent) |
proto external void | SetReserved (IEntity ent) |
proto external EntitySlotInfo | GetPassengerPointInfo () |
proto external bool | GetForceFreeLook () |
proto external bool | GetMouseSteering () |
proto external bool | ShouldEjectUnconsciousDeadCharacters () |
proto external void | SetCharacterIsStrappedIn (bool val) |
proto external bool | ShouldCharactersFallOutWhenFlipped () |
proto external int | GetCompartmentMgrID () |
Returns the manager ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID. | |
proto external int | GetCompartmentSlotID () |
Returns the slot ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID. | |
proto external bool | IsGetInLockedFor (IEntity entity) |
Checks if getting in is impossible for a given entity. | |
proto external bool | IsGetInLocked () |
Checks if getting in is locked by anybody. | |
proto external CompartmentUserAction | GetGetInAction () |
proto external CompartmentUserAction | GetGetOutAction () |
proto external CompartmentUserAction | GetJumpOutAction () |
proto external CompartmentUserAction | GetSwitchSeatAction () |
proto external vector | GetPosition () |
proto external PointInfo | GetOverridenEntryPointInfo () |
proto external PointInfo | GetOverridenExitPointInfo () |
proto external bool | ShouldSkipCharacterDoorAnimationsFromSeat () |
proto external string | GetCompartmentUniqueName () |
proto external void | AttachTurret (TurretControllerComponent turretController, array< string > aContextIDs) |
proto external void | DetachTurret () |
Static Public Attributes | |
static const vector | SPAWN_IN_VEHICLE_OFFSET = Vector(0, 250, 0) |
Protected Attributes | |
int | m_iCompartmentSection |
bool | m_bIsWaterTight |
ref SCR_DefaultOccupantData | m_DefaultOccupantData |
ref SCR_BaseScreenShakeData | m_ScreenShakeData |
float | m_fFreelookAimLimitOverrideDown |
float | m_fFreelookAimLimitOverrideUp |
float | m_fFreelookAimLimitOverrideLeft |
float | m_fFreelookAimLimitOverrideRight |
vector | m_vFreelookCameraNeckOffsetScale |
float | m_fFreelookCameraNeckFollowTraverse |
float | m_fRandomEjectionChance |
bool | m_bCompartmentAccessible = true |
Additional Inherited Members | |
void | DebugDrawPosition () |
void BaseCompartmentSlot.DamageOccupant | ( | float | damage, |
EDamageType | damageType, | ||
notnull Instigator | instigator, | ||
bool | damageWhileGetIn = true , |
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bool | damageWhileGetOut = true |
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override void BaseCompartmentSlot.DebugDrawPosition | ( | ) |
Implements ExtBaseCompartmentSlot.
void BaseCompartmentSlot.EjectOccupant | ( | bool | forceEject = false , |
bool | ejectUnconsciously = false |
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Get default occupent prefab data.
[in] | irrespectiveEject | Force occupant out of compartment regardless of whether it makes sense realistically. |
[in] | gettingIn | |
[in] | gettingOut |
int BaseCompartmentSlot.GetCompartmentSection | ( | ) |
Switching seats is allowed only between compartments with matching area.
SCR_DefaultOccupantData BaseCompartmentSlot.GetDefaultOccupantData | ( | ) |
Get default occupent prefab data.
ResourceName BaseCompartmentSlot.GetDefaultOccupantPrefab | ( | bool | checkIfValid = true | ) |
Get default occupent prefab ResourceName.
float BaseCompartmentSlot.GetFreelookAimLimitOverrideDown | ( | ) |
float BaseCompartmentSlot.GetFreelookAimLimitOverrideLeft | ( | ) |
float BaseCompartmentSlot.GetFreelookAimLimitOverrideRight | ( | ) |
float BaseCompartmentSlot.GetFreelookAimLimitOverrideUp | ( | ) |
float BaseCompartmentSlot.GetFreelookCameraNeckFollowTraverse | ( | ) |
vector BaseCompartmentSlot.GetFreelookCameraNeckOffsetScale | ( | ) |
bool BaseCompartmentSlot.GetIsWaterTight | ( | ) |
float BaseCompartmentSlot.GetRandomEjectionChance | ( | ) |
IEntity BaseCompartmentSlot.GetVehicle | ( | ) |
Get vehicle this slot belongs to.
May differ from GetOwner() if the slot is placed in vehicle's child entity, e.g., truck's cargo frame.
IEntity BaseCompartmentSlot.GetVehicle | ( | out int | compartmentID | ) |
Get vehicle this slot belongs to.
May differ from GetOwner() if the slot is placed in vehicle's child entity, e.g., truck's cargo frame.
[out] | compartmentID | Variable to be filled with ID of the compartment relative to the vehicle. May differ from GetCompartmentSlotID() which returns only ID within the entity the slot belong sto. |
bool BaseCompartmentSlot.IsCompartmentAccessible | ( | ) |
bool BaseCompartmentSlot.IsOccupied | ( | ) |
Get if compartment is occupied.
void BaseCompartmentSlot.KillOccupant | ( | notnull Instigator | instigator, |
bool | eject = false , |
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bool | gettingIn = false , |
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bool | gettingOut = false |
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void BaseCompartmentSlot.ScreenShakeOccupant | ( | float | damage | ) |
void BaseCompartmentSlot.SetCompartmentAccessible | ( | bool | val | ) |
IEntity BaseCompartmentSlot.SpawnCharacterInCompartment | ( | ResourceName | characterPrefab, |
inout AIGroup | group, | ||
ResourceName | groupPrefab = "{000CD338713F2B5A}Prefabs/AI/Groups/Group_Base.et" |
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Spawn character within the compartment (Server only)
characterPrefab | Prefab to spawn in compartment | |
[in,out] | group | if Left empty it will create a new group and place the character in it and return it. Else it will place the character in the given group |
createGroupForCharacter | If a group should be created for the spawned character |
IEntity BaseCompartmentSlot.SpawnDefaultCharacterInCompartment | ( | inout AIGroup | group, |
ResourceName | groupPrefab = "{000CD338713F2B5A}Prefabs/AI/Groups/Group_Base.et" |
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Spawn default character within the compartment (Server only) Default characters are defined on the CompartmentSlot.
[in,out] | group | if Left empty it will create a new group and place the character in it and return it. Else it will place the character in the given group |
groupPrefabGroup | prefab, Generally want to keep it as default value as faction and usch is set automaticly |
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