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

bool ShouldForceFreeLook ()
 
bool IsRootMotionControlled ()
 
void UpdateTransformNoRootMotion (out vector transform[4], float dt)
 
bool TerminateCommand ()
 
void OnPossess ()
 
- Public Member Functions inherited from AnimPhysCommandScripted
void OnActivate ()
 virtual to be overridden called when command starts
 
void OnDeactivate ()
 called when command ends
 
proto native bool IsFlagAutoDelete ()
 autodelete flag (when set, agent will delete the command after returning PreAnimUpdate or PostPhysicsUpdate automaticaly) usable for additive commands
 
proto native void SetFlagAutoDelete (bool pV)
 
proto native void SetFlagFinished (bool pFinished)
 this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
 
proto native bool IsFlagFinished ()
 
void PreAnimUpdate (float pDt)
 override this ! called before any animation is processed here change animation values, add animation commands

 
proto native void PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat)
 
proto native void PreAnim_CallCommand4I (int pCommand, int pParamInt1, int pParamInt2, int pParamInt3, int pParamInt4, float pParamFloat)
 
proto native void PreAnim_SetFloat (int pVar, float pFlt)
 
proto native void PreAnim_SetInt (int pVar, int pInt)
 
proto native void PreAnim_SetBool (int pVar, bool pBool)
 
void PrePhysUpdate (float pDt)
 override this ! after animation is processed, before physics is processed
 
proto native bool PrePhys_IsEvent (int pEvent)
 script function usable in PrePhysUpdate
 
proto native bool PrePhys_IsTag (int pTag)
 
proto bool PrePhys_GetPredictionEval (int pPrediction, out int pGlobalBoneIndex, out bool pIsTranslation, out bool pIsRotation, out vector pOutTransl, out float pOutRot[4], out float pTimeToPrediction, out float pNormTimeInAnims)
 
proto native bool PrePhys_GetTranslation (out vector pOutTransl)
 
proto native bool PrePhys_GetRotation (out float pOutRot[4])
 
proto native void PrePhys_SetTranslation (vector pInTransl)
 
proto native void PrePhys_SetRotation (float pInRot[4])
 
bool PostPhysUpdate (float pDt)
 override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
 
proto native void PostPhys_GetPosition (out vector pOutTransl)
 script function usable in PostPhysUpdate
 
proto native void PostPhys_GetRotation (out float pOutRot[4])
 
proto native void PostPhys_SetPosition (vector pInTransl)
 
proto native void PostPhys_SetRotation (float pInRot[4])
 
proto native void PostPhys_LockRotation ()
 

Additional Inherited Members

- Protected Member Functions inherited from ScriptedCommand
void ScriptedCommand (BaseAnimPhysComponent pAnimPhysComponent)
 
- Protected Member Functions inherited from AnimPhysCommandScripted
void AnimPhysCommandScripted ()
 constructor is protected - we don't wnat instances of this "abstract" class
 

Member Function Documentation

◆ IsRootMotionControlled()

bool CharacterCommandScripted.IsRootMotionControlled ( )

Implemented in SCR_CharacterCommandLoiter.

◆ OnPossess()

void CharacterCommandScripted.OnPossess ( )

Implemented in SCR_CharacterCommandLoiter.

◆ ShouldForceFreeLook()

bool CharacterCommandScripted.ShouldForceFreeLook ( )

◆ TerminateCommand()

bool CharacterCommandScripted.TerminateCommand ( )

◆ UpdateTransformNoRootMotion()

void CharacterCommandScripted.UpdateTransformNoRootMotion ( out vector  transform[4],
float  dt 
)

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