Arma Reforger Script API
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Public Member Functions | List of all members
BaseWeaponComponent Interface Reference
Inheritance diagram for BaseWeaponComponent:
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Public Member Functions

proto external UIInfo GetUIInfo ()
 
proto external string GetWeaponSlotType ()
 
proto external EWeaponType GetWeaponType ()
 
proto external int GetMuzzlesList (out notnull array< BaseMuzzleComponent > outMuzzles)
 
proto external ECanBeEquippedResult CanBeEquipped (CharacterControllerComponent charController)
 
proto external BaseMuzzleComponent GetCurrentMuzzle ()
 
proto external bool IsReloadPossible ()
 Returns whether current weapon is able to be reloaded or not.
 
proto external bool IsChamberingNecessary ()
 
proto external bool IsChamberingPossible ()
 
proto external BaseMagazineComponent GetCurrentMagazine ()
 
proto external string GetCurrentFireModeName ()
 
proto external EWeaponFiremodeType GetCurrentFireModeType ()
 
proto external float GetCurrentSightsZeroing ()
 
proto external bool GetCurrentSightsZeroingTransform (out vector outMat[4])
 
proto external void SightADSActivated ()
 
proto external void SightADSDeactivated ()
 
proto external bool IsSightADSActive ()
 
proto external BaseSightsComponent GetSights ()
 
proto external BaseSightsComponent GetAttachedSights ()
 
proto external int GetAttachments (out notnull array< AttachmentSlotComponent > outArray)
 
proto external BaseSightsComponent GetSightsAt (int sightsIndex)
 
proto external bool HasSightsAt (int sightsIndex)
 
proto external bool CanSetSights (int sightsIndex)
 
proto external bool CanSwitchToSights (int sightsIndex)
 
proto external int FindAvailableSights ()
 
proto external bool SetSights (int sightsIndex)
 
proto external bool SwitchNextSights ()
 
proto external bool SwitchPrevSights ()
 
proto external bool CanSwitchSights ()
 
proto external IEntity GetOwner ()
 
proto external float GetInitialProjectileSpeed ()
 
proto external bool HasBipod ()
 Returns true if weapon has a bipod available.
 
proto external bool GetBipod ()
 Returns true if weapon has bipod deployed.
 
proto external void SetBipod (bool deploy)
 Changes state of bipod to deployed/undeployed depending on parameter.
 
proto external void SetDeploymentTriggerEffectEnabled (bool val)
 Set deployment gamepad-trigger-effect enable/disable.
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Member Function Documentation

◆ CanBeEquipped()

proto external ECanBeEquippedResult BaseWeaponComponent.CanBeEquipped ( CharacterControllerComponent  charController)

◆ CanSetSights()

proto external bool BaseWeaponComponent.CanSetSights ( int  sightsIndex)

◆ CanSwitchSights()

proto external bool BaseWeaponComponent.CanSwitchSights ( )

◆ CanSwitchToSights()

proto external bool BaseWeaponComponent.CanSwitchToSights ( int  sightsIndex)

◆ FindAvailableSights()

proto external int BaseWeaponComponent.FindAvailableSights ( )

◆ GetAttachedSights()

proto external BaseSightsComponent BaseWeaponComponent.GetAttachedSights ( )

◆ GetAttachments()

proto external int BaseWeaponComponent.GetAttachments ( out notnull array< AttachmentSlotComponent outArray)

◆ GetBipod()

proto external bool BaseWeaponComponent.GetBipod ( )

Returns true if weapon has bipod deployed.

◆ GetCurrentFireModeName()

proto external string BaseWeaponComponent.GetCurrentFireModeName ( )

◆ GetCurrentFireModeType()

proto external EWeaponFiremodeType BaseWeaponComponent.GetCurrentFireModeType ( )

◆ GetCurrentMagazine()

proto external BaseMagazineComponent BaseWeaponComponent.GetCurrentMagazine ( )

◆ GetCurrentMuzzle()

proto external BaseMuzzleComponent BaseWeaponComponent.GetCurrentMuzzle ( )

◆ GetCurrentSightsZeroing()

proto external float BaseWeaponComponent.GetCurrentSightsZeroing ( )

◆ GetCurrentSightsZeroingTransform()

proto external bool BaseWeaponComponent.GetCurrentSightsZeroingTransform ( out vector  outMat[4])

◆ GetInitialProjectileSpeed()

proto external float BaseWeaponComponent.GetInitialProjectileSpeed ( )

◆ GetMuzzlesList()

proto external int BaseWeaponComponent.GetMuzzlesList ( out notnull array< BaseMuzzleComponent outMuzzles)

◆ GetOwner()

proto external IEntity BaseWeaponComponent.GetOwner ( )

◆ GetSights()

proto external BaseSightsComponent BaseWeaponComponent.GetSights ( )

◆ GetSightsAt()

proto external BaseSightsComponent BaseWeaponComponent.GetSightsAt ( int  sightsIndex)

◆ GetUIInfo()

proto external UIInfo BaseWeaponComponent.GetUIInfo ( )

◆ GetWeaponSlotType()

proto external string BaseWeaponComponent.GetWeaponSlotType ( )

◆ GetWeaponType()

proto external EWeaponType BaseWeaponComponent.GetWeaponType ( )

◆ HasBipod()

proto external bool BaseWeaponComponent.HasBipod ( )

Returns true if weapon has a bipod available.

◆ HasSightsAt()

proto external bool BaseWeaponComponent.HasSightsAt ( int  sightsIndex)

◆ IsChamberingNecessary()

proto external bool BaseWeaponComponent.IsChamberingNecessary ( )

◆ IsChamberingPossible()

proto external bool BaseWeaponComponent.IsChamberingPossible ( )

◆ IsReloadPossible()

proto external bool BaseWeaponComponent.IsReloadPossible ( )

Returns whether current weapon is able to be reloaded or not.

◆ IsSightADSActive()

proto external bool BaseWeaponComponent.IsSightADSActive ( )

◆ SetBipod()

proto external void BaseWeaponComponent.SetBipod ( bool  deploy)

Changes state of bipod to deployed/undeployed depending on parameter.

◆ SetDeploymentTriggerEffectEnabled()

proto external void BaseWeaponComponent.SetDeploymentTriggerEffectEnabled ( bool  val)

Set deployment gamepad-trigger-effect enable/disable.

◆ SetSights()

proto external bool BaseWeaponComponent.SetSights ( int  sightsIndex)

◆ SightADSActivated()

proto external void BaseWeaponComponent.SightADSActivated ( )

◆ SightADSDeactivated()

proto external void BaseWeaponComponent.SightADSDeactivated ( )

◆ SwitchNextSights()

proto external bool BaseWeaponComponent.SwitchNextSights ( )

◆ SwitchPrevSights()

proto external bool BaseWeaponComponent.SwitchPrevSights ( )

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