Arma Reforger Script API
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CharacterAnimationComponent Interface Reference
Inheritance diagram for CharacterAnimationComponent:
BaseAnimPhysComponent GameComponent SCR_CharacterAnimationComponent

Public Member Functions

proto external void SetAnimationLayerTPP ()
 Set animation layer for third person camera.
 
proto external void SetAnimationLayerFPP ()
 Set animation layer for first person camera.
 
proto external bool SetIKTarget (string bindingName, string boneName, vector position, vector rotationRad)
 
proto external bool SetIKTargetPlane (string bindingName, float normalX, float normalY, float normalZ, float dist)
 
proto external bool GetCollisionMinMax (ECharacterStance whichStance, out vector outMin, out vector outMax)
 Returns the collision box of the character in a specific stance.
 
proto external void GetMovementState (out CharacterMovementState movementState)
 
proto external CharacterHeadingAnimComponent GetHeadingComponent ()
 heading component - AnimPhysAgent component
 
proto external CharacterBuoyancyComponent GetKinematicBuoyancyComponent ()
 Character Buoyancy - AnimPhysAgent component.
 
proto external bool IsWeaponADSTag ()
 
proto external bool IsPrimaryTag (AnimationTagID tagID)
 
proto external bool IsSecondaryTag (AnimationTagID tagID)
 
proto external float GetMaxSpeed (float inputForward, float inputRight, int moveType)
 Returns max speed for provided model direction and movement type.
 
proto external float GetTopSpeed (int moveType=-1, bool ignoreStance=false)
 Returns top speed for provided moveType To get absolute top speed -1 can be provided as a move type parameter.
 
proto external vector GetInertiaSpeed ()
 Returns the current inertia speed.
 
proto external void SetAnimAimY (float aimY)
 
proto external void SetSharedVariableFloat (TAnimGraphVariable varIdx, float value, bool varHasOtherUsers)
 
proto external void SetSharedVariableInt (TAnimGraphVariable varIdx, int value, bool varHasOtherUsers)
 
proto external void SetSharedVariableBool (TAnimGraphVariable varIdx, bool value, bool varHasOtherUsers)
 
proto external CharacterCommandHandlerComponent GetCommandHandler ()
 command handler access
 
proto external bool IsRagdollActive ()
 Returns if Character is currently ragdolling.
 
proto external void AddRagdollEffectorDamage (vector posLS, vector dirLS, float force, float radius, float maxLifeTime)
 Adds damage effectors that will be applied to ragdoll once it is enabled Position and Direction in character's local space, force is in m/kg3, maxLifeTime is time in seconds as for how long this damage will be applicable (scales with decrease) This should be only called on server, replication to the owner is done on gamecode side, remote proxy clients don't need to know this information as the ragdoll init state is replicated to them when entering ragdoll.
 
bool HandleDamage (BaseDamageContext damageContext, IEntity owner)
 Using AddRagdollEffectorDamage calls, you can specify parameters of the effector that affects ragdoll.
 
- Public Member Functions inherited from BaseAnimPhysComponent
proto external void SetCurrentCommand (AnimPhysCommandScripted pCommand)
 
proto external AnimPhysCommandScripted GetCommandScripted ()
 
proto external TAnimGraphCommand BindCommand (string pCommandName)
 
proto external TAnimGraphVariable BindVariableFloat (string pVariableName)
 binds variable
 
proto external TAnimGraphVariable BindVariableInt (string pVariableName)
 
proto external TAnimGraphVariable BindVariableBool (string pVariableName)
 
proto external TAnimGraphTag BindTag (string pTagName)
 binds tag
 
proto external TAnimGraphEvent BindEvent (string pEventName)
 binds event
 
proto external TAnimGraphPrediction BindPrediction (string pPredictionName)
 binds prediction
 
proto external void SetVariableFloat (TAnimGraphVariable varIdx, float value)
 Functions for setting animation variables and calling animation commands.
 
proto external void SetVariableInt (TAnimGraphVariable varIdx, int value)
 
proto external void SetVariableBool (TAnimGraphVariable varIdx, bool value)
 
proto external void CallCommand (TAnimGraphCommand pCmdIndex, int intParam, float floatParam)
 
proto external void CallCommand4I (TAnimGraphCommand pCmdIndex, int intParam1, int intParam2, int intParam3, int intParam4, float floatParam)
 
proto external bool PhysicsIsFalling ()
 returns true when character is physically falling
 
proto external void PhysicsEnableGravity (bool pState)
 enables physics
 
proto external void PhysicsSetStance (int index)
 
proto external void PhysicsSetCollisionOffset (vector pOff)
 
proto external void PhysicsGetTransformWS (out vector mat[4])
 Returns physical transform in world space.
 
proto external void PhysicsGetTransformLS (out vector mat[4])
 Returns physical transform in local space of parent or linked entity.
 
proto external void PhysicsGetParentTransform (out vector mat[4])
 Returns physical transform of parent or linked entity.
 
proto external bool PhysicsIsLinked ()
 Returns true if the character is physically linked to another entity.
 
proto external IEntity GetLinkedEntity ()
 Returns linked entity if its found, null if its not found.
 
proto external vector PhysicsGetLocalVelocity ()
 Returns velocity in local space of parent or linked entity.
 
proto external vector PhysicsGetLocalVelocityXZ ()
 Same as method above, y coordinate is zero.
 
proto external vector PhysicsGetLocalYawPitchRoll ()
 Returns (yaw pitch roll) vector in local space of parent or linked entity In degrees.
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Member Function Documentation

◆ AddRagdollEffectorDamage()

proto external void CharacterAnimationComponent.AddRagdollEffectorDamage ( vector posLS,
vector dirLS,
float force,
float radius,
float maxLifeTime )

Adds damage effectors that will be applied to ragdoll once it is enabled Position and Direction in character's local space, force is in m/kg3, maxLifeTime is time in seconds as for how long this damage will be applicable (scales with decrease) This should be only called on server, replication to the owner is done on gamecode side, remote proxy clients don't need to know this information as the ragdoll init state is replicated to them when entering ragdoll.

◆ GetCollisionMinMax()

proto external bool CharacterAnimationComponent.GetCollisionMinMax ( ECharacterStance whichStance,
out vector outMin,
out vector outMax )

Returns the collision box of the character in a specific stance.

Parameters
outMinMinimum point of the collision box.
outMaxMaximum point of the collision box.
Returns
Returns true if collision box vectors have been filled.

◆ GetCommandHandler()

proto external CharacterCommandHandlerComponent CharacterAnimationComponent.GetCommandHandler ( )

command handler access

◆ GetHeadingComponent()

proto external CharacterHeadingAnimComponent CharacterAnimationComponent.GetHeadingComponent ( )

heading component - AnimPhysAgent component

◆ GetInertiaSpeed()

proto external vector CharacterAnimationComponent.GetInertiaSpeed ( )

Returns the current inertia speed.

◆ GetKinematicBuoyancyComponent()

proto external CharacterBuoyancyComponent CharacterAnimationComponent.GetKinematicBuoyancyComponent ( )

Character Buoyancy - AnimPhysAgent component.

◆ GetMaxSpeed()

proto external float CharacterAnimationComponent.GetMaxSpeed ( float inputForward,
float inputRight,
int moveType )

Returns max speed for provided model direction and movement type.

◆ GetMovementState()

proto external void CharacterAnimationComponent.GetMovementState ( out CharacterMovementState movementState)

◆ GetTopSpeed()

proto external float CharacterAnimationComponent.GetTopSpeed ( int moveType = -1,
bool ignoreStance = false )

Returns top speed for provided moveType To get absolute top speed -1 can be provided as a move type parameter.

◆ HandleDamage()

bool CharacterAnimationComponent.HandleDamage ( BaseDamageContext damageContext,
IEntity owner )

Using AddRagdollEffectorDamage calls, you can specify parameters of the effector that affects ragdoll.

Return true if the damage have been handled, otherwise, it will use default gamecode implementation.

Implemented in SCR_CharacterAnimationComponent.

◆ IsPrimaryTag()

proto external bool CharacterAnimationComponent.IsPrimaryTag ( AnimationTagID tagID)

◆ IsRagdollActive()

proto external bool CharacterAnimationComponent.IsRagdollActive ( )

Returns if Character is currently ragdolling.

◆ IsSecondaryTag()

proto external bool CharacterAnimationComponent.IsSecondaryTag ( AnimationTagID tagID)

◆ IsWeaponADSTag()

proto external bool CharacterAnimationComponent.IsWeaponADSTag ( )

◆ SetAnimAimY()

proto external void CharacterAnimationComponent.SetAnimAimY ( float aimY)

◆ SetAnimationLayerFPP()

proto external void CharacterAnimationComponent.SetAnimationLayerFPP ( )

Set animation layer for first person camera.

◆ SetAnimationLayerTPP()

proto external void CharacterAnimationComponent.SetAnimationLayerTPP ( )

Set animation layer for third person camera.

◆ SetIKTarget()

proto external bool CharacterAnimationComponent.SetIKTarget ( string bindingName,
string boneName,
vector position,
vector rotationRad )

◆ SetIKTargetPlane()

proto external bool CharacterAnimationComponent.SetIKTargetPlane ( string bindingName,
float normalX,
float normalY,
float normalZ,
float dist )

◆ SetSharedVariableBool()

proto external void CharacterAnimationComponent.SetSharedVariableBool ( TAnimGraphVariable varIdx,
bool value,
bool varHasOtherUsers )

◆ SetSharedVariableFloat()

proto external void CharacterAnimationComponent.SetSharedVariableFloat ( TAnimGraphVariable varIdx,
float value,
bool varHasOtherUsers )

◆ SetSharedVariableInt()

proto external void CharacterAnimationComponent.SetSharedVariableInt ( TAnimGraphVariable varIdx,
int value,
bool varHasOtherUsers )

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