Arma Reforger Script API
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Public Member Functions | |
proto external IEntity | GetOwner () |
proto external void | ForceSightsZeroValue (vector offset, vector angles, vector turnOffset) |
Allow to override Zeroing via aim modifier (only works in Workbench) | |
proto external void | ForceSightsZeroValueEnablel (bool bOnOff) |
Disable forced zeroing data. | |
proto external bool | IsSightADSActive () |
proto external float | GetADSActivationPercentage () |
proto external float | GetADSDeactivationPercentage () |
proto external bool | AreSightsValid (bool front=true, bool rear=true) |
proto external vector | GetSightsRearPosition (bool localSpace=false) |
Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets Start position should be the one closer to eye position than end position. | |
proto external vector | GetSightsFrontPosition (bool localSpace=false) |
Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets End position should be the one further from eye position than start position. | |
proto external vector | GetSightsDirection (bool localSpace=false, bool normalize=true) |
Returns a direction vector from the rear sight position to the front sight position A vector is calculated from the rear sight to the front sight in such a way that GetSightsRearPosition() + GetSightsDirection() == GetSightsFrontPosition() | |
proto external vector | GetSightsDirectionUntransformed (bool localSpace=false, bool normalize=true) |
Like GetSightsDirection, but ignores and bones associated with the sight points. | |
proto external vector | GetSightsOffset () |
Returns the local sights reference point offset. | |
proto external bool | GetSightsTransform (out vector transform[4], bool localSpace=false) |
Returns the transform matrix of the local sights. | |
proto external float | GetFOV () |
Returns current value of field of view. | |
proto external vector | GetCurrentSightsRange () |
Returns current range info value where x: animation value y: distance z: unused. | |
proto external SightsFOVInfo | GetFOVInfo () |
Returns currently selected sights FOV info or null if none. | |
proto external float | GetCameraRecoilAmount () |
Percentage 0...1 of recoil that should be applied to camera when using this sights component. | |
proto external bool | GetSightsPriority () |
Boolean indicating whether this sight component is prioritized. | |
proto external bool | GetSightsSkipSwitch () |
Return true if the sights can be switched to. | |
proto external void | SetSightsVisibility (float visFactor) |
Hide parts of the sight on ADS. 0 means completely visible, 1 means completely hidden. | |
proto external PointInfo | GetPositionPointInfo () |
proto external PointInfo | GetRearPositionPointInfo () |
proto external PointInfo | GetFrontPositionPointInfo () |
Public Member Functions inherited from GameComponent | |
bool | OnTicksOnRemoteProxy () |
Protected Member Functions | |
bool | WB_GetZeroingData (IEntity owner, BaseSightsComponent sights, float weaponAngle, out vector offset, out vector angles) |
Positive weapon angle tilts weapon upwards (muzzle goes up, stock goes down) Negative weapon angle tilts weapon downwards (muzzle goes down, stock goes up) Called from GameCode, do not remove! | |
proto external bool BaseSightsComponent.AreSightsValid | ( | bool | front = true , |
bool | rear = true |
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proto external void BaseSightsComponent.ForceSightsZeroValue | ( | vector | offset, |
vector | angles, | ||
vector | turnOffset | ||
) |
Allow to override Zeroing via aim modifier (only works in Workbench)
proto external void BaseSightsComponent.ForceSightsZeroValueEnablel | ( | bool | bOnOff | ) |
Disable forced zeroing data.
proto external float BaseSightsComponent.GetADSActivationPercentage | ( | ) |
proto external float BaseSightsComponent.GetADSDeactivationPercentage | ( | ) |
proto external float BaseSightsComponent.GetCameraRecoilAmount | ( | ) |
Percentage 0...1 of recoil that should be applied to camera when using this sights component.
proto external vector BaseSightsComponent.GetCurrentSightsRange | ( | ) |
Returns current range info value where x: animation value y: distance z: unused.
proto external float BaseSightsComponent.GetFOV | ( | ) |
Returns current value of field of view.
proto external SightsFOVInfo BaseSightsComponent.GetFOVInfo | ( | ) |
Returns currently selected sights FOV info or null if none.
proto external PointInfo BaseSightsComponent.GetFrontPositionPointInfo | ( | ) |
proto external IEntity BaseSightsComponent.GetOwner | ( | ) |
proto external PointInfo BaseSightsComponent.GetPositionPointInfo | ( | ) |
proto external PointInfo BaseSightsComponent.GetRearPositionPointInfo | ( | ) |
proto external vector BaseSightsComponent.GetSightsDirection | ( | bool | localSpace = false , |
bool | normalize = true |
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Returns a direction vector from the rear sight position to the front sight position A vector is calculated from the rear sight to the front sight in such a way that GetSightsRearPosition() + GetSightsDirection() == GetSightsFrontPosition()
localSpce | Wether returned vector is in local or world space |
normalize | Wether returned vector is normalized or not, independent of the weapon sight geometry |
proto external vector BaseSightsComponent.GetSightsDirectionUntransformed | ( | bool | localSpace = false , |
bool | normalize = true |
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Like GetSightsDirection, but ignores and bones associated with the sight points.
This is used to get an untransformed vector which might be needed if camera/optic and turret are rotating together.
proto external vector BaseSightsComponent.GetSightsFrontPosition | ( | bool | localSpace = false | ) |
Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets End position should be the one further from eye position than start position.
localSpace | Whether returned position should be in local space or world space |
proto external vector BaseSightsComponent.GetSightsOffset | ( | ) |
Returns the local sights reference point offset.
This corresponds to the set point info in base sights component. Returns zero vector if no point info is present.
proto external bool BaseSightsComponent.GetSightsPriority | ( | ) |
Boolean indicating whether this sight component is prioritized.
proto external vector BaseSightsComponent.GetSightsRearPosition | ( | bool | localSpace = false | ) |
Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets Start position should be the one closer to eye position than end position.
localSpace | Whether returned position should be in local space or world space |
proto external bool BaseSightsComponent.GetSightsSkipSwitch | ( | ) |
Return true if the sights can be switched to.
proto external bool BaseSightsComponent.GetSightsTransform | ( | out vector | transform[4], |
bool | localSpace = false |
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Returns the transform matrix of the local sights.
This corresponds to the set point info in the base sights component.
transform | output Transformation matrix for the sight point |
localSpace | if true, return the local space transformation of the sights. If false, returns the transformation in world space |
proto external bool BaseSightsComponent.IsSightADSActive | ( | ) |
proto external void BaseSightsComponent.SetSightsVisibility | ( | float | visFactor | ) |
Hide parts of the sight on ADS. 0 means completely visible, 1 means completely hidden.
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protected |
Positive weapon angle tilts weapon upwards (muzzle goes up, stock goes down) Negative weapon angle tilts weapon downwards (muzzle goes down, stock goes up) Called from GameCode, do not remove!
Implemented in SightsComponent.