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

proto external IEntity GetOwner ()
 
proto external int GetNumberOfMuzzles ()
 
proto external bool SetMuzzleVelocityCoefficient (IEntity attach, int iMuzzleIndex, float muzzleCoeff)
 Muzzle Velocity Coefficient.
 
proto external bool ClearMuzzleVelocityCoefficient (IEntity attach, int iMuzzleIndex)
 
proto bool GetMuzzleVelocityCoefficient (int iMuzzleIndex, out float coeff)
 
proto external bool SetShotSoundOverride (IEntity attach, int iMuzzleIndex, bool bOverride)
 Shot Sound.
 
proto external bool ClearShotSoundOverride (IEntity attach, int iMuzzleIndex)
 
proto bool GetShotSound (int iMuzzleIndex, out bool bOveride)
 
proto external bool SetMuzzleEffectOverride (IEntity attach, int iMuzzleIndex, bool bOverrde)
 Muzzle Effects.
 
proto external bool AddMuzzleEffectOverride (IEntity attach, int iMuzzleIndex, MuzzleEffectComponent muzzleEffect)
 
proto external bool ClearMuzzleEffectOverride (IEntity attach, int iMuzzleIndex)
 
proto bool GetMuzzleEffectOverride (int iMuzzleIndex, out bool bOverride)
 
proto external bool SetMuzzleDispersionFactor (IEntity attach, int iMuzzleIndex, float fFactor)
 Dispersion Diameter.
 
proto external bool ClearMuzzleDispersionFactor (IEntity attach, int iMuzzleIndex)
 
proto bool GetMuzzleDispersionFactor (int iMuzzleIndex, out float fFactor)
 
proto external bool SetExtraObstructionLength (IEntity attach, float extraLength)
 Weapon extra obstruction length.
 
proto external bool ClearExtraObstructionLength (IEntity attach)
 
proto bool GetExtraObstructionLength (out float extraLength)
 
proto external bool SetIsBayonet (IEntity attach, bool bIsBayonet)
 Is Bayonet. Mostly used for stabby-stabby anim.
 
proto external bool ClearIsBayonet (IEntity attach)
 
proto bool GetIsBayonet (out bool bIsBayonet)
 
proto external bool SetMeleeDamageFactor (IEntity attach, float fDamageFactor)
 Melee Damage Factor.
 
proto external bool ClearMeleeDamageFactor (IEntity attach)
 
proto bool GetMeleeDamageFactor (out float fDamageFactor)
 
proto external bool SetMeleeRangeFactor (IEntity attach, float fRangeFactor)
 Melee Range Factor.
 
proto external bool ClearMeleeRangeFactor (IEntity attach)
 
proto bool GetMeleeRangeFactor (out float fRangeFactor)
 
proto external bool SetMeleeAccuracyFactor (IEntity attach, float fAccuracyFactor)
 Melee Accuracy Factor.
 
proto external bool ClearMeleeAccuracyFactor (IEntity attach)
 
proto bool GetMeleeAccuracyFactor (out float fAccuracyFactor)
 
proto external bool SetRecoilLinearFactors (IEntity attach, int iMuzzleIndex, vector vLinearFactors)
 Recoil Linear Override Factors.
 
proto external bool ClearRecoilLinearFactors (IEntity attach, int iMuzzleIndex)
 
proto bool GetRecoilLinearFactors (int iMuzzleIndex, out vector vLinearFactors)
 
proto external bool SetRecoilAngularFactors (IEntity attach, int iMuzzleIndex, vector vAngularFactors)
 Recoil Angular Override Factors.
 
proto external bool ClearRecoilAngularFactors (IEntity attach, int iMuzzleIndex)
 
proto bool GetRecoilAngularFactors (int iMuzzleIndex, out vector vAngularFactors)
 
proto external bool SetRecoilTurnFactors (IEntity attach, int iMuzzleIndex, vector vTurnFactors)
 Recoil Turn Override Factors.
 
proto external bool ClearRecoilTurnFactors (IEntity attach, int iMuzzleIndex)
 
proto bool GetRecoilTurnFactors (int iMuzzleIndex, out vector vTurnFactors)
 
void OnWeaponAttachedAttachment (IEntity entity, int iMuzzleIndex)
 Called when entity is being attached, after it was attached.
 
void OnWeaponDetachedAttachment (IEntity entity, int iMuzzleIndex)
 Called when an entity is detached, before it is actually detached.
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Member Function Documentation

◆ AddMuzzleEffectOverride()

proto external bool BaseWeaponStatsManagerComponent.AddMuzzleEffectOverride ( IEntity  attach,
int  iMuzzleIndex,
MuzzleEffectComponent  muzzleEffect 
)

◆ ClearExtraObstructionLength()

proto external bool BaseWeaponStatsManagerComponent.ClearExtraObstructionLength ( IEntity  attach)

◆ ClearIsBayonet()

proto external bool BaseWeaponStatsManagerComponent.ClearIsBayonet ( IEntity  attach)

◆ ClearMeleeAccuracyFactor()

proto external bool BaseWeaponStatsManagerComponent.ClearMeleeAccuracyFactor ( IEntity  attach)

◆ ClearMeleeDamageFactor()

proto external bool BaseWeaponStatsManagerComponent.ClearMeleeDamageFactor ( IEntity  attach)

◆ ClearMeleeRangeFactor()

proto external bool BaseWeaponStatsManagerComponent.ClearMeleeRangeFactor ( IEntity  attach)

◆ ClearMuzzleDispersionFactor()

proto external bool BaseWeaponStatsManagerComponent.ClearMuzzleDispersionFactor ( IEntity  attach,
int  iMuzzleIndex 
)

◆ ClearMuzzleEffectOverride()

proto external bool BaseWeaponStatsManagerComponent.ClearMuzzleEffectOverride ( IEntity  attach,
int  iMuzzleIndex 
)

◆ ClearMuzzleVelocityCoefficient()

proto external bool BaseWeaponStatsManagerComponent.ClearMuzzleVelocityCoefficient ( IEntity  attach,
int  iMuzzleIndex 
)

◆ ClearRecoilAngularFactors()

proto external bool BaseWeaponStatsManagerComponent.ClearRecoilAngularFactors ( IEntity  attach,
int  iMuzzleIndex 
)

◆ ClearRecoilLinearFactors()

proto external bool BaseWeaponStatsManagerComponent.ClearRecoilLinearFactors ( IEntity  attach,
int  iMuzzleIndex 
)

◆ ClearRecoilTurnFactors()

proto external bool BaseWeaponStatsManagerComponent.ClearRecoilTurnFactors ( IEntity  attach,
int  iMuzzleIndex 
)

◆ ClearShotSoundOverride()

proto external bool BaseWeaponStatsManagerComponent.ClearShotSoundOverride ( IEntity  attach,
int  iMuzzleIndex 
)

◆ GetExtraObstructionLength()

proto bool BaseWeaponStatsManagerComponent.GetExtraObstructionLength ( out float  extraLength)

◆ GetIsBayonet()

proto bool BaseWeaponStatsManagerComponent.GetIsBayonet ( out bool  bIsBayonet)

◆ GetMeleeAccuracyFactor()

proto bool BaseWeaponStatsManagerComponent.GetMeleeAccuracyFactor ( out float  fAccuracyFactor)

◆ GetMeleeDamageFactor()

proto bool BaseWeaponStatsManagerComponent.GetMeleeDamageFactor ( out float  fDamageFactor)

◆ GetMeleeRangeFactor()

proto bool BaseWeaponStatsManagerComponent.GetMeleeRangeFactor ( out float  fRangeFactor)

◆ GetMuzzleDispersionFactor()

proto bool BaseWeaponStatsManagerComponent.GetMuzzleDispersionFactor ( int  iMuzzleIndex,
out float  fFactor 
)

◆ GetMuzzleEffectOverride()

proto bool BaseWeaponStatsManagerComponent.GetMuzzleEffectOverride ( int  iMuzzleIndex,
out bool  bOverride 
)

◆ GetMuzzleVelocityCoefficient()

proto bool BaseWeaponStatsManagerComponent.GetMuzzleVelocityCoefficient ( int  iMuzzleIndex,
out float  coeff 
)

◆ GetNumberOfMuzzles()

proto external int BaseWeaponStatsManagerComponent.GetNumberOfMuzzles ( )

◆ GetOwner()

proto external IEntity BaseWeaponStatsManagerComponent.GetOwner ( )

◆ GetRecoilAngularFactors()

proto bool BaseWeaponStatsManagerComponent.GetRecoilAngularFactors ( int  iMuzzleIndex,
out vector  vAngularFactors 
)

◆ GetRecoilLinearFactors()

proto bool BaseWeaponStatsManagerComponent.GetRecoilLinearFactors ( int  iMuzzleIndex,
out vector  vLinearFactors 
)

◆ GetRecoilTurnFactors()

proto bool BaseWeaponStatsManagerComponent.GetRecoilTurnFactors ( int  iMuzzleIndex,
out vector  vTurnFactors 
)

◆ GetShotSound()

proto bool BaseWeaponStatsManagerComponent.GetShotSound ( int  iMuzzleIndex,
out bool  bOveride 
)

◆ OnWeaponAttachedAttachment()

void BaseWeaponStatsManagerComponent.OnWeaponAttachedAttachment ( IEntity  entity,
int  iMuzzleIndex 
)

Called when entity is being attached, after it was attached.

iMuzzleIndex specifies the index of the muzzle it was attached to, or -1 if the entity was not attached to a muzzle

Implemented in SCR_WeaponStatsManagerComponent.

◆ OnWeaponDetachedAttachment()

void BaseWeaponStatsManagerComponent.OnWeaponDetachedAttachment ( IEntity  entity,
int  iMuzzleIndex 
)

Called when an entity is detached, before it is actually detached.

iMuzzleIndex specifies the index of the muzzle from with it is detached from, or -1 if it wasn't attached to a muzzle.

Implemented in SCR_WeaponStatsManagerComponent.

◆ SetExtraObstructionLength()

proto external bool BaseWeaponStatsManagerComponent.SetExtraObstructionLength ( IEntity  attach,
float  extraLength 
)

Weapon extra obstruction length.

◆ SetIsBayonet()

proto external bool BaseWeaponStatsManagerComponent.SetIsBayonet ( IEntity  attach,
bool  bIsBayonet 
)

Is Bayonet. Mostly used for stabby-stabby anim.

◆ SetMeleeAccuracyFactor()

proto external bool BaseWeaponStatsManagerComponent.SetMeleeAccuracyFactor ( IEntity  attach,
float  fAccuracyFactor 
)

Melee Accuracy Factor.

◆ SetMeleeDamageFactor()

proto external bool BaseWeaponStatsManagerComponent.SetMeleeDamageFactor ( IEntity  attach,
float  fDamageFactor 
)

Melee Damage Factor.

◆ SetMeleeRangeFactor()

proto external bool BaseWeaponStatsManagerComponent.SetMeleeRangeFactor ( IEntity  attach,
float  fRangeFactor 
)

Melee Range Factor.

◆ SetMuzzleDispersionFactor()

proto external bool BaseWeaponStatsManagerComponent.SetMuzzleDispersionFactor ( IEntity  attach,
int  iMuzzleIndex,
float  fFactor 
)

Dispersion Diameter.

◆ SetMuzzleEffectOverride()

proto external bool BaseWeaponStatsManagerComponent.SetMuzzleEffectOverride ( IEntity  attach,
int  iMuzzleIndex,
bool  bOverrde 
)

Muzzle Effects.

◆ SetMuzzleVelocityCoefficient()

proto external bool BaseWeaponStatsManagerComponent.SetMuzzleVelocityCoefficient ( IEntity  attach,
int  iMuzzleIndex,
float  muzzleCoeff 
)

Muzzle Velocity Coefficient.

◆ SetRecoilAngularFactors()

proto external bool BaseWeaponStatsManagerComponent.SetRecoilAngularFactors ( IEntity  attach,
int  iMuzzleIndex,
vector  vAngularFactors 
)

Recoil Angular Override Factors.

◆ SetRecoilLinearFactors()

proto external bool BaseWeaponStatsManagerComponent.SetRecoilLinearFactors ( IEntity  attach,
int  iMuzzleIndex,
vector  vLinearFactors 
)

Recoil Linear Override Factors.

◆ SetRecoilTurnFactors()

proto external bool BaseWeaponStatsManagerComponent.SetRecoilTurnFactors ( IEntity  attach,
int  iMuzzleIndex,
vector  vTurnFactors 
)

Recoil Turn Override Factors.

◆ SetShotSoundOverride()

proto external bool BaseWeaponStatsManagerComponent.SetShotSoundOverride ( IEntity  attach,
int  iMuzzleIndex,
bool  bOverride 
)

Shot Sound.


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