Arma Reforger Script API
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CharacterCinematicTrack Interface Reference
Inheritance diagram for CharacterCinematicTrack:

Public Member Functions

void jump ()
 
void reload ()
 
void equipMuzzle ()
 
void singleShoot ()
 
void autoShootStart ()
 
void autoShootEnd ()
 
void die ()
 
void throwStart ()
 
void throwEnd ()
 
void actionGetInPilot ()
 
void actionGetOutPilot ()
 
void actionGetInCargo ()
 
void actionGetOutCargo ()
 
void actionGetInTurret ()
 
void actionGetOutTurret ()
 
void actionEquip ()
 
void actionActivate ()
 
void actionOpen ()
 
override void OnInit (World world)
 
void findCharacter (World world)
 
void RefreshWeapon ()
 
override void OnApply (float time)
 
bool PerformActionGetIn (IEntity entity)
 
bool PerformActionEquip (IEntity entity)
 
bool PerformActionActivate (IEntity entity)
 
bool PerformActionOpen (IEntity entity)
 

Public Attributes

float m_fMoveSpeed
 
float m_fForwardBackward
 
float m_fStrafeLeftRight
 
float m_fHeadingAngle
 
float m_fAimingLeftRight
 
float m_fAimingDownUp
 
float m_fStance
 
bool m_bRollLeft
 
bool m_bRollRight
 
bool m_bWeaponRised
 
int m_iMuzzle
 
int m_iFireMode
 
string m_sWhatToEquip
 
string m_sEntityToAim
 

Member Function Documentation

◆ actionActivate()

void CharacterCinematicTrack.actionActivate ( )

◆ actionEquip()

void CharacterCinematicTrack.actionEquip ( )

◆ actionGetInCargo()

void CharacterCinematicTrack.actionGetInCargo ( )

◆ actionGetInPilot()

void CharacterCinematicTrack.actionGetInPilot ( )

◆ actionGetInTurret()

void CharacterCinematicTrack.actionGetInTurret ( )

◆ actionGetOutCargo()

void CharacterCinematicTrack.actionGetOutCargo ( )

◆ actionGetOutPilot()

void CharacterCinematicTrack.actionGetOutPilot ( )

◆ actionGetOutTurret()

void CharacterCinematicTrack.actionGetOutTurret ( )

◆ actionOpen()

void CharacterCinematicTrack.actionOpen ( )

◆ autoShootEnd()

void CharacterCinematicTrack.autoShootEnd ( )

◆ autoShootStart()

void CharacterCinematicTrack.autoShootStart ( )

◆ die()

void CharacterCinematicTrack.die ( )

◆ equipMuzzle()

void CharacterCinematicTrack.equipMuzzle ( )

◆ findCharacter()

void CharacterCinematicTrack.findCharacter ( World world)

◆ jump()

void CharacterCinematicTrack.jump ( )

◆ OnApply()

override void CharacterCinematicTrack.OnApply ( float time)

◆ OnInit()

override void CharacterCinematicTrack.OnInit ( World world)

◆ PerformActionActivate()

bool CharacterCinematicTrack.PerformActionActivate ( IEntity entity)

◆ PerformActionEquip()

bool CharacterCinematicTrack.PerformActionEquip ( IEntity entity)

◆ PerformActionGetIn()

bool CharacterCinematicTrack.PerformActionGetIn ( IEntity entity)

◆ PerformActionOpen()

bool CharacterCinematicTrack.PerformActionOpen ( IEntity entity)

◆ RefreshWeapon()

void CharacterCinematicTrack.RefreshWeapon ( )

◆ reload()

void CharacterCinematicTrack.reload ( )

◆ singleShoot()

void CharacterCinematicTrack.singleShoot ( )

◆ throwEnd()

void CharacterCinematicTrack.throwEnd ( )

◆ throwStart()

void CharacterCinematicTrack.throwStart ( )

Member Data Documentation

◆ m_bRollLeft

bool CharacterCinematicTrack.m_bRollLeft

◆ m_bRollRight

bool CharacterCinematicTrack.m_bRollRight

◆ m_bWeaponRised

bool CharacterCinematicTrack.m_bWeaponRised

◆ m_fAimingDownUp

float CharacterCinematicTrack.m_fAimingDownUp

◆ m_fAimingLeftRight

float CharacterCinematicTrack.m_fAimingLeftRight

◆ m_fForwardBackward

float CharacterCinematicTrack.m_fForwardBackward

◆ m_fHeadingAngle

float CharacterCinematicTrack.m_fHeadingAngle

◆ m_fMoveSpeed

float CharacterCinematicTrack.m_fMoveSpeed

◆ m_fStance

float CharacterCinematicTrack.m_fStance

◆ m_fStrafeLeftRight

float CharacterCinematicTrack.m_fStrafeLeftRight

◆ m_iFireMode

int CharacterCinematicTrack.m_iFireMode

◆ m_iMuzzle

int CharacterCinematicTrack.m_iMuzzle

◆ m_sEntityToAim

string CharacterCinematicTrack.m_sEntityToAim

◆ m_sWhatToEquip

string CharacterCinematicTrack.m_sWhatToEquip

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