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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) |
| bool | EjectOccupant (bool forceEject=false, bool ejectUnconsciously=false, out bool ejectedImmediately=false, bool ejectOnTheSpot=false) |
| Force eject occupant from this compartment. | |
| 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 bool | IsOccupantTurnedOut () |
| 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 bool | CanTurnOut () |
| proto external int | GetTurnOutDoorIndex () |
| 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 bool | GetCharacterHasCollision () |
| proto external void | SetCharacterHasCollision (bool val) |
| proto external string | GetCompartmentName (bool bPreferUnique=false) |
| Get the object name of the compartment in prefab or unique name if assigned on its properties and bPreferUnique == true. | |
| 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, ETurretContextID contextIDs) |
| proto external void | DetachTurret () |
| proto external TurretControllerComponent | GetAttachedTurret () |
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 |
| void BaseCompartmentSlot.DamageOccupant | ( | float | damage, |
| EDamageType | damageType, | ||
| notnull Instigator | instigator, | ||
| bool | damageWhileGetIn = true, | ||
| bool | damageWhileGetOut = true ) |
| override void BaseCompartmentSlot.DebugDrawPosition | ( | ) |
Implements ExtBaseCompartmentSlot.
| bool BaseCompartmentSlot.EjectOccupant | ( | bool | forceEject = false, |
| bool | ejectUnconsciously = false, | ||
| out bool | ejectedImmediately = false, | ||
| bool | ejectOnTheSpot = false ) |
Force eject occupant from this compartment.
| [in] | forceEject | Force occupant out of compartment regardless of whether it makes sense realistically. |
| [in] | ejectUnconsciously | Force ejected character to be unconscious |
| [out] | ejectedImmediately | returns true if this client was capable of ejecting character that is in this compartment |
| [in] | ejectOnTheSpot | if character should be ejected in the position where he currently is |
| 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, | ||
| bool | gettingIn = false, | ||
| bool | gettingOut = false ) |
| 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" ) |
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" ) |
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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