Arma Reforger Script API
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BaseDoorComponent Interface Reference
Inheritance diagram for BaseDoorComponent:
GameComponent DoorComponent SlidingDoorComponent

Public Member Functions

proto external vector GetDoorPivotPointWS ()
 Returns the pivot around which the door open/close in world space.
 
proto external float GetNormalizedDoorState ()
 Returns the current state of the door in [-1,1] range (negative if door is rotating/moving on the other side)
 
proto external bool CanCharacterPass (float characterWidth)
 Returns true if an object of a given size can pass through the door.
 
proto external bool IsOpen ()
 Returns true if the door is open.
 
proto external bool IsOpening ()
 Returns true if the door is opening.
 
proto external bool IsClosing ()
 Returns true if the door is closing.
 
proto external void SetControlValue (float controlValue, RplId instigator)
 Sets the control value of the door and updates the wanted state. Automatically clamped to <-1, 1>
 
proto external float GetControlValue ()
 Returns the control value of the door ranging from <-1, 1>
 
proto external float GetDoorState ()
 Returns the current door state.
 
proto external vector GetDoorNormal ()
 Returns the normal of the door in it's current state.
 
proto external float UseDoorAction (IEntity user)
 Activate the door by the user.
 
proto external void InitDoor (float controlValue)
 Loads the door state from the control value.
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Member Function Documentation

◆ CanCharacterPass()

proto external bool BaseDoorComponent.CanCharacterPass ( float characterWidth)

Returns true if an object of a given size can pass through the door.

◆ GetControlValue()

proto external float BaseDoorComponent.GetControlValue ( )

Returns the control value of the door ranging from <-1, 1>

◆ GetDoorNormal()

proto external vector BaseDoorComponent.GetDoorNormal ( )

Returns the normal of the door in it's current state.

◆ GetDoorPivotPointWS()

proto external vector BaseDoorComponent.GetDoorPivotPointWS ( )

Returns the pivot around which the door open/close in world space.

◆ GetDoorState()

proto external float BaseDoorComponent.GetDoorState ( )

Returns the current door state.

◆ GetNormalizedDoorState()

proto external float BaseDoorComponent.GetNormalizedDoorState ( )

Returns the current state of the door in [-1,1] range (negative if door is rotating/moving on the other side)

◆ InitDoor()

proto external void BaseDoorComponent.InitDoor ( float controlValue)

Loads the door state from the control value.

Unlike InitValue, this one is not meant to initialize the default door state, but a deviation from it (aka as if somebody opened/closed the door). Therefore, this function also instantiates simulation data.

◆ IsClosing()

proto external bool BaseDoorComponent.IsClosing ( )

Returns true if the door is closing.

◆ IsOpen()

proto external bool BaseDoorComponent.IsOpen ( )

Returns true if the door is open.

◆ IsOpening()

proto external bool BaseDoorComponent.IsOpening ( )

Returns true if the door is opening.

◆ SetControlValue()

proto external void BaseDoorComponent.SetControlValue ( float controlValue,
RplId instigator )

Sets the control value of the door and updates the wanted state. Automatically clamped to <-1, 1>

◆ UseDoorAction()

proto external float BaseDoorComponent.UseDoorAction ( IEntity user)

Activate the door by the user.


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