Arma Reforger Script API
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Public Member Functions | |
proto external CharacterAimingComponent | GetAimingComponent () |
proto external CharacterHeadAimingComponent | GetHeadAimingComponent () |
proto external CharacterAnimationComponent | GetAnimationComponent () |
proto external BaseWeaponManagerComponent | GetWeaponManagerComponent () |
proto external CameraHandlerComponent | GetCameraHandlerComponent () |
proto external InventoryStorageManagerComponent | GetInventoryStorageManager () |
proto external VoNComponent | GetVONComponent () |
proto external AIControlComponent | GetAIControlComponent () |
proto external EntitySlotInfo | GetRightHandPointInfo () |
proto external EntitySlotInfo | GetLeftHandPointInfo () |
proto external CharacterInputContext | GetInputContext () |
proto external float | GetMovementSpeed () |
proto external void | SetMovement (float movementSpeed, vector movementDirModel) |
Update animation about state of movement, define speed and direction in local space of character. | |
proto external void | SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false) |
proto external ECharacterStance | GetStance () |
Returns the current stance of the character. | |
proto external SCR_ChimeraCharacter | GetCharacter () |
Returns the current controlled character. | |
proto external void | SetFireWeaponWanted (bool val) |
Set wanted input action values. | |
proto external void | SetThrow (bool val, bool cancelThrow) |
Set wanted input action values. | |
proto external void | SetMovementDirWorld (vector movementDirWorld) |
Update simulation state with difference of world position. | |
proto external vector | GetMovementDirWorld () |
proto external void | SetWeaponRaised (bool val) |
Set the current weapon-raised state. | |
proto external void | SetWeaponADS (bool val) |
Set the current weapon ADS state. | |
proto external void | SetFreeLook (bool input, bool mouse, bool controller) |
proto external bool | GetFreeLookInput () |
proto external bool | GetFreeLookMouse () |
proto external bool | GetFreeLookController () |
proto external void | SetForcedFreeLook (bool enabled) |
Force character to stay in freelook. | |
proto external bool | IsFreeLookForced () |
proto external void | ResetPersistentStates (bool resetADSState=true, bool resetGadgetState=true) |
proto external void | SetDynamicSpeed (float value) |
Sets dynamic speed of this character. | |
proto external float | GetDynamicSpeed () |
Returns dynamic speed value. | |
proto external void | SetShouldApplyDynamicSpeedOverride (bool shouldApply) |
proto external void | SetDynamicStance (float value) |
Sets dynamic stance of this character. | |
proto external float | GetVehicleRagdollSpeed () |
proto external float | GetVehicleRagdollSpeedMsSq () |
proto external bool | CanSetDynamicStance (float value) |
Returns whether provided dynamic stance can be set for this character. | |
proto external float | GetDynamicStance () |
Returns current dynamic stance value. | |
proto external void | SetInspect (IEntity targetItem) |
Enables or disables inspection mode. | |
proto external bool | CanInspect (IEntity targetItem) |
Returns whether inspection mode can be set. | |
proto external bool | GetInspect () |
Returns whether character is in inspection mode. | |
proto external bool | GetInspectCurrentWeapon () |
Returns whether inspected item (if any) is currently equipped weapon or not. | |
proto external IEntity | GetInspectEntity () |
Returns entity that is currently inspected or null if none. | |
proto external void | SetInspectState (int state) |
Sets inspection state if inspection is enabled. | |
proto external int | GetInspectState () |
Returns inspection state if inspection is enabled. | |
proto external bool | GetIsWeaponDeployed () |
Returns true if weapon is deployed and stabilized. | |
proto external bool | CanDeployWeapon () |
Returns true if weapon can be deployed and stabilized. | |
proto external bool | GetIsWeaponDeployedBipod () |
Returns true if weapon is deployed and stabilized using a bipod. | |
proto external IEntity | GetCurrentItemInHands () |
proto external void | SetStanceChange (int stance) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. | |
proto external bool | CanChangeStance (int stance) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. | |
proto external void | ForceStance (int stance) |
proto external void | ForceStanceUp (int stance) |
proto external void | SetRoll (int val) |
2 - right, 1 - left | |
proto external bool | IsRoll () |
proto external bool | CanRoll (int val) |
proto external bool | ShouldHoldInputForRoll () |
proto external void | EnableHoldInputForRoll (bool enable) |
proto external bool | IsPlayerControlled () |
proto external void | SetJump (float val) |
proto external void | SetWantedLeaning (float val) |
proto external void | SetBanking (float val) |
proto external void | SetMeleeAttack (bool val) |
proto external float | GetLeaning () |
Either character wants to lean. | |
proto external float | GetWantedLeaning () |
proto external bool | IsAdjustingLeaning () |
proto external float | GetCurrentLeanAmount () |
Returns current amount of leaning applied. | |
proto external bool | IsLeaning () |
proto external float | GetADSTime () |
proto external bool | IsWeaponRaised () |
proto external EWeaponObstructedState | GetWeaponObstructedState () |
proto external float | GetObstructionAlpha () |
proto external bool | IsClimbing () |
proto external bool | IsSwimming () |
proto external bool | IsSprinting () |
proto external bool | IsChangingStance () |
proto external bool | IsWeaponADS () |
proto external bool | IsChangingFireMode () |
proto external bool | IsPlayingGesture () |
proto external bool | IsFreeLookEnabled () |
proto external bool | IsTrackIREnabled () |
proto external bool | IsFocusMode () |
proto external bool | GetWeaponADSInput () |
proto external bool | IsChangingItem () |
proto external bool | IsFalling () |
proto external bool | IsReloading () |
proto external bool | CanFire () |
proto external bool | IsDead () |
proto external bool | IsUsingItem () |
proto external bool | IsMeleeAttack () |
proto external bool | CanEngageChangeItem () |
proto external bool | SelectWeapon (BaseWeaponComponent newWeapon) |
Set weapon on character with switching animations. If true, the request was successful. | |
proto external bool | SetMuzzle (int index) |
proto external bool | SetFireMode (int index) |
proto external void | SetSightsRange (int index) |
proto external void | SetWeaponADSInput (bool val) |
proto external bool | SetSafety (bool safety, bool automatic) |
Set the safety of the current weapon. | |
proto external float | GetStamina () |
proto external bool | ReloadWeapon () |
Request weapon reload. If true, request was sucessful. | |
proto external bool | ReloadWeaponWith (IEntity ammunitionEntity, bool bForceDetach=false) |
proto external ECharacterLifeState | GetLifeState () |
proto external void | SetUnconscious (bool enabled) |
proto external bool | IsUnconscious () |
proto external bool | CanReviveCharacter () |
proto external bool | CanEnterUnconsciousness () |
proto external void | EnableReviveCharacter (bool enabled) |
proto external void | Ragdoll (bool broadcast=true) |
Dying. | |
proto external void | ForceDeath () |
Kills the character. Skips invincibility checks. | |
proto external void | TakeGadgetInLeftHand (IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false) |
proto external bool | CanEquipGadget (IEntity gadget) |
proto external IEntity | GetAttachedGadgetAtLeftHandSlot () |
proto external bool | TryUseBandage (IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true) |
Try to use bandage on specified body part for a specific duration. | |
proto external void | RemoveGadgetFromHand (bool skipAnimations=false) |
Remove held gadget. | |
proto external void | RecoverHiddenGadget (bool respectSettings, bool skipAnims) |
Put held gadget on hold. | |
proto external bool | IsGadgetInHands () |
Returns true if there is a gadget in hands. | |
proto external bool | SetGadgetRaisedModeWanted (bool newRaised) |
Returns true if focus will be changed to requested. | |
proto external bool | IsGadgetRaisedModeWanted () |
Returns true if character will be (or is) using gadget in raised mode. | |
proto external bool | TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null) |
Generic item Equippes an item in right hand, if swap is true then action performed without animations, accepts optional callback that will be triggered when action is completed. | |
proto external bool | TryRecoverLastRightHandItem (bool swap=false, BaseUserAction callbackAction=null) |
proto external IEntity | GetRightHandItem () |
Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon) | |
proto external bool | TryUseItem (IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false) |
Try to use equipped item. | |
proto external bool | TryUseItemOverrideParams (notnull ItemUseParameters params) |
Try to use equipped item with custom command and variables. | |
proto external bool | CanUseItem () |
Returns true if the character can use an item. | |
proto external bool | TryStartCharacterGesture (int gesture, int durationMS=0) |
Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called) | |
proto external void | StopCharacterGesture () |
proto external bool | TryPlayItemGesture (EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="") |
Try to play the specified gesture. | |
proto external bool | IsPlayingItemGesture () |
Returns true if the character is playing a gesture. | |
proto external bool | CanPlayItemGesture () |
Returns true if the character can play a gesture. | |
proto external bool | CanUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false) |
Returns true if the character can use provided ladder. | |
proto external bool | TryUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0) |
Start climbing provided ladder. | |
proto external void | DropWeapon (WeaponSlotComponent weaponSlot) |
Makes character drop weapon from the weapon slot given by parameter. | |
proto external void | DropItemFromLeftHand () |
Makes character drop item from left hand. | |
proto external void | StopDeployment () |
proto external void | RequestActionByID (int actionID, float value) |
proto external bool | IsPartiallyLowered () |
Returns true if the character is partially lowered. | |
proto external bool | CanPartialLower () |
Returns true if the character can partially lower (weapon). | |
proto external void | SetPartialLower (bool state) |
Sets desired partial lower state, if allowed. | |
proto external vector | GetCameraWeaponOffset () |
proto external bool | GetDisableMovementControls () |
proto external void | SetDisableMovementControls (bool other) |
proto external bool | GetDisableViewControls () |
proto external void | SetDisableViewControls (bool other) |
proto external bool | GetDisableWeaponControls () |
proto external void | SetDisableWeaponControls (bool other) |
proto external vector | GetMovementVelocity () |
proto external vector | GetMovementInput () |
proto external vector | GetVelocity () |
proto external bool | GetIsSprintingToggle () |
proto external float | GetLastStanceChangeDelay () |
proto external int | GetCurrentMovementPhase () |
proto external bool | GetCanFireWeapon () |
proto external bool | GetCanThrow () |
proto external void | SetWeaponNoFireTime (float t) |
proto external bool | IsInThirdPersonView () |
proto external void | SetInThirdPersonView (bool state) |
proto external float | GetStanceChangeDelayTime () |
proto external float | GetJumpSpeed () |
proto external bool | GetMeleeAttackInput () |
proto external bool | IsFreeLookEnforced () |
Returns true if freelook is enforced by game logic. | |
proto external bool | GetPositionInView (vector pos, float angMax) |
Returns whether a position is in the character's view. | |
proto external void | GetWeaponModifiers (float baseScale, float moveScale, out vector scaleA, out vector scaleB) |
Returns modifiers for weapon sway/recoil based on movement, stance, etc Fills scaleA and scaleB with following modifier values: scaleA.x - modifier scaleX scaleA.y - modifier scaleY scaleB.x - speed scale scaleB.y - translation scale. | |
proto external CharacterStaminaComponent | GetStaminaComponent () |
Returns locally cached stamina component or null if none. | |
proto external bool | IsCharacterStationary () |
void | OnInspectionModeChanged (bool newState) |
void | UpdateDrowning (float timeSlice, vector waterLevel) |
EHitReactionType | ComputeHitReaction (float damageValue, EDamageType damageType) |
When this character gets hit, this function gets called. | |
bool | GetCanMeleeAttack () |
bool | GetCanEquipGadget (IEntity gadget) |
bool | CanGetOutVehicleScript () |
Override to handle whether character can get out of vehicle via GetOut input action. | |
bool | CanJumpOutVehicleScript () |
Override to handle whether character can eject from vehicle via JumpOut input action. | |
float | GetInspectTargetLookAt (out vector targetAngles) |
Output target angles vector is used during inspection to adjust look at. | |
bool | ShouldAligningAdjustAimingAngles () |
bool | ShouldGadgetBeDropped (IEntity gadget) |
bool | SCR_GetDisableMovementControls () |
void | SCR_OnDisabledJumpAction () |
bool | SCR_GetDisableViewControls () |
Public Member Functions inherited from BaseControllerComponent | |
proto external IEntity | GetOwner () |
Returns the entity owner of the component. | |
proto external bool | CanMove () |
Returns state of movement capacity. | |
proto external void | SetCanMove (bool canMove) |
Changes state of movement capacity. Internally verifies if all necessary conditions are met. | |
bool | ValidateCanMove () |
Public Member Functions inherited from GameComponent | |
bool | OnTicksOnRemoteProxy () |
Static Public Member Functions | |
static proto void | SetAimingSensitivity (float mouse, float gamepad, float ads) |
static proto void | GetAimingSensitivity (out float mouse, out float gamepad, out float ads) |
static proto void | SetFOVInputCurve (float mouse, float gamepad, float gyro) |
static proto void | GetFOVInputCurve (out float mouse, out float gamepad, out float gyro) |
static proto void | SetGyroSensitivity (float yaw, float pitch, float roll) |
static proto void | GetGyroSensitivity (out float yaw, out float pitch, out float roll) |
static proto void | SetGyroControl (bool always, bool freelook, bool ads) |
static proto void | GetGyroControl (out bool always, out bool freelook, out bool ads) |
static proto void | SetStickyGadget (bool enable) |
static proto void | SetStickyADS (bool enable) |
static proto void | SetGamepadControlAircraft (bool enable) |
static proto bool | GetGamepadControlAircraft () |
static proto void | SetMouseControlAircraft (bool enable) |
static proto bool | GetMouseControlAircraft () |
static proto void | SetTrackIRFreelookEnable (bool enable) |
static proto bool | GetTrackIRFreelookEnable () |
static proto void | SetTrackIRLeaningEnable (bool enable) |
static proto bool | GetTrackIRLeaningEnable () |
static proto void | SetTrackIRFreelookSensitivity (float sensitivity) |
static proto float | GetTrackIRFreelookSensitivity () |
static proto void | SetTrackIRLeaningSensitivity (float sensitivity) |
static proto float | GetTrackIRLeaningSensitivity () |
static proto void | SetTrackIRLeaningDeadzone (float deadzone) |
static proto float | GetTrackIRLeaningDeadzone () |
static proto void | SetTrackIRLeaningActiveYawRange (float range) |
static proto float | GetTrackIRLeaningActiveYawRange () |
Protected Member Functions | |
void | OnInit (IEntity owner) |
Called during EOnInit. | |
void | OnDiag (IEntity owner, float timeslice) |
Called during EOnDiag. | |
void | OnReloaded (IEntity owner, BaseWeaponComponent weapon) |
void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
void | OnApplyControls (IEntity owner, float timeSlice) |
void | OnMeleeDamage (bool started) |
Handling of melee events. Sends true if melee started, false, when melee ends. | |
bool | OnPerformAction () |
Override to handle what happens after pressing F button, return false to use default cpp behavior. | |
void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
Will be called when the life state of the character changes. | |
void | OnConsciousnessChanged (bool conscious) |
Will be called when the consciousness of the character changes. | |
void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. | |
void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
Will be called when gadget taken/removed from hand. | |
void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
Will be called when gadget fully transitioned to or canceled focus mode. | |
void | OnItemUseBegan (ItemUseParameters itemUseParams) |
Will be called when item use action is started. | |
void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
Will be called when item use action is complete. | |
void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
void | OnWeaponDropped (IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot) |
Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from. | |
void | OnItemDroppedFromLeftHand (IEntity pItemEntity) |
Runs after the left hand item is dropped. Returns dropped item entity. | |
void | OnControlledByPlayer (IEntity owner, bool controlled) |
Called when a player has been assigned to this controller. | |
proto external bool CharacterControllerComponent.CanChangeStance | ( | int | stance | ) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
proto external bool CharacterControllerComponent.CanDeployWeapon | ( | ) |
Returns true if weapon can be deployed and stabilized.
This method uses traces to see if the surface is suitable for weapon deployment.
proto external bool CharacterControllerComponent.CanEngageChangeItem | ( | ) |
proto external bool CharacterControllerComponent.CanEnterUnconsciousness | ( | ) |
proto external bool CharacterControllerComponent.CanEquipGadget | ( | IEntity | gadget | ) |
proto external bool CharacterControllerComponent.CanFire | ( | ) |
bool CharacterControllerComponent.CanGetOutVehicleScript | ( | ) |
Override to handle whether character can get out of vehicle via GetOut input action.
proto external bool CharacterControllerComponent.CanInspect | ( | IEntity | targetItem | ) |
Returns whether inspection mode can be set.
bool CharacterControllerComponent.CanJumpOutVehicleScript | ( | ) |
Override to handle whether character can eject from vehicle via JumpOut input action.
proto external bool CharacterControllerComponent.CanPartialLower | ( | ) |
Returns true if the character can partially lower (weapon).
proto external bool CharacterControllerComponent.CanPlayItemGesture | ( | ) |
Returns true if the character can play a gesture.
proto external bool CharacterControllerComponent.CanReviveCharacter | ( | ) |
proto external bool CharacterControllerComponent.CanRoll | ( | int | val | ) |
proto external bool CharacterControllerComponent.CanSetDynamicStance | ( | float | value | ) |
Returns whether provided dynamic stance can be set for this character.
value | Desired stance height as percentage of full erect <0,1>. |
proto external bool CharacterControllerComponent.CanUseItem | ( | ) |
Returns true if the character can use an item.
proto external bool CharacterControllerComponent.CanUseLadder | ( | IEntity | pLadderOwner, |
int | ladderComponentIndex = 0 , |
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float | maxTestDistance = -1.0 , |
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float | maxEntryAngle = -1.0 , |
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bool | performTraceCheck = false |
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Returns true if the character can use provided ladder.
if optional maxTestDistance or maxEntryAngle is below 0, distance for test will be taken from character's ladder auto detection settings
EHitReactionType CharacterControllerComponent.ComputeHitReaction | ( | float | damageValue, |
EDamageType | damageType | ||
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When this character gets hit, this function gets called.
float damageValue: Raw damage of the hit (no damage multipliers have been applied). Can be negative for "healing" damage. EDamageType damageType: return EHitReactionType: Type of hit reaction that should be played for this impact.
Implemented in SCR_CharacterControllerComponent.
proto external void CharacterControllerComponent.DropItemFromLeftHand | ( | ) |
Makes character drop item from left hand.
proto external void CharacterControllerComponent.DropWeapon | ( | WeaponSlotComponent | weaponSlot | ) |
Makes character drop weapon from the weapon slot given by parameter.
proto external void CharacterControllerComponent.EnableHoldInputForRoll | ( | bool | enable | ) |
proto external void CharacterControllerComponent.EnableReviveCharacter | ( | bool | enabled | ) |
proto external void CharacterControllerComponent.ForceDeath | ( | ) |
Kills the character. Skips invincibility checks.
proto external void CharacterControllerComponent.ForceStance | ( | int | stance | ) |
proto external void CharacterControllerComponent.ForceStanceUp | ( | int | stance | ) |
proto external float CharacterControllerComponent.GetADSTime | ( | ) |
proto external AIControlComponent CharacterControllerComponent.GetAIControlComponent | ( | ) |
proto external CharacterAimingComponent CharacterControllerComponent.GetAimingComponent | ( | ) |
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proto external CharacterAnimationComponent CharacterControllerComponent.GetAnimationComponent | ( | ) |
proto external IEntity CharacterControllerComponent.GetAttachedGadgetAtLeftHandSlot | ( | ) |
proto external CameraHandlerComponent CharacterControllerComponent.GetCameraHandlerComponent | ( | ) |
proto external vector CharacterControllerComponent.GetCameraWeaponOffset | ( | ) |
bool CharacterControllerComponent.GetCanEquipGadget | ( | IEntity | gadget | ) |
Implemented in SCR_CharacterControllerComponent.
proto external bool CharacterControllerComponent.GetCanFireWeapon | ( | ) |
bool CharacterControllerComponent.GetCanMeleeAttack | ( | ) |
Implemented in SCR_CharacterControllerComponent.
proto external bool CharacterControllerComponent.GetCanThrow | ( | ) |
proto external SCR_ChimeraCharacter CharacterControllerComponent.GetCharacter | ( | ) |
Returns the current controlled character.
proto external IEntity CharacterControllerComponent.GetCurrentItemInHands | ( | ) |
proto external float CharacterControllerComponent.GetCurrentLeanAmount | ( | ) |
Returns current amount of leaning applied.
proto external int CharacterControllerComponent.GetCurrentMovementPhase | ( | ) |
proto external bool CharacterControllerComponent.GetDisableMovementControls | ( | ) |
proto external bool CharacterControllerComponent.GetDisableViewControls | ( | ) |
proto external bool CharacterControllerComponent.GetDisableWeaponControls | ( | ) |
proto external float CharacterControllerComponent.GetDynamicSpeed | ( | ) |
Returns dynamic speed value.
Set by mousewheel or by pressing walk button. Not set by gamepad analogue stick.
proto external float CharacterControllerComponent.GetDynamicStance | ( | ) |
Returns current dynamic stance value.
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proto external bool CharacterControllerComponent.GetFreeLookController | ( | ) |
proto external bool CharacterControllerComponent.GetFreeLookInput | ( | ) |
proto external bool CharacterControllerComponent.GetFreeLookMouse | ( | ) |
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proto external CharacterHeadAimingComponent CharacterControllerComponent.GetHeadAimingComponent | ( | ) |
proto external CharacterInputContext CharacterControllerComponent.GetInputContext | ( | ) |
proto external bool CharacterControllerComponent.GetInspect | ( | ) |
Returns whether character is in inspection mode.
proto external bool CharacterControllerComponent.GetInspectCurrentWeapon | ( | ) |
Returns whether inspected item (if any) is currently equipped weapon or not.
proto external IEntity CharacterControllerComponent.GetInspectEntity | ( | ) |
Returns entity that is currently inspected or null if none.
proto external int CharacterControllerComponent.GetInspectState | ( | ) |
Returns inspection state if inspection is enabled.
float CharacterControllerComponent.GetInspectTargetLookAt | ( | out vector | targetAngles | ) |
Output target angles vector is used during inspection to adjust look at.
Returned value is speed at which the look angles are adjusted, or 0 if no adjustment is to be made.
Implemented in SCR_CharacterControllerComponent.
proto external InventoryStorageManagerComponent CharacterControllerComponent.GetInventoryStorageManager | ( | ) |
proto external bool CharacterControllerComponent.GetIsSprintingToggle | ( | ) |
proto external bool CharacterControllerComponent.GetIsWeaponDeployed | ( | ) |
Returns true if weapon is deployed and stabilized.
proto external bool CharacterControllerComponent.GetIsWeaponDeployedBipod | ( | ) |
Returns true if weapon is deployed and stabilized using a bipod.
proto external float CharacterControllerComponent.GetJumpSpeed | ( | ) |
proto external float CharacterControllerComponent.GetLastStanceChangeDelay | ( | ) |
proto external float CharacterControllerComponent.GetLeaning | ( | ) |
Either character wants to lean.
proto external EntitySlotInfo CharacterControllerComponent.GetLeftHandPointInfo | ( | ) |
proto external ECharacterLifeState CharacterControllerComponent.GetLifeState | ( | ) |
proto external bool CharacterControllerComponent.GetMeleeAttackInput | ( | ) |
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proto external vector CharacterControllerComponent.GetMovementDirWorld | ( | ) |
proto external vector CharacterControllerComponent.GetMovementInput | ( | ) |
proto external float CharacterControllerComponent.GetMovementSpeed | ( | ) |
proto external vector CharacterControllerComponent.GetMovementVelocity | ( | ) |
proto external float CharacterControllerComponent.GetObstructionAlpha | ( | ) |
proto external bool CharacterControllerComponent.GetPositionInView | ( | vector | pos, |
float | angMax | ||
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Returns whether a position is in the character's view.
pos | World Position to check is within view |
angMax | Maximum(exclusive) angular offset in Degrees to consider the position within view |
proto external IEntity CharacterControllerComponent.GetRightHandItem | ( | ) |
Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon)
proto external EntitySlotInfo CharacterControllerComponent.GetRightHandPointInfo | ( | ) |
proto external float CharacterControllerComponent.GetStamina | ( | ) |
proto external CharacterStaminaComponent CharacterControllerComponent.GetStaminaComponent | ( | ) |
Returns locally cached stamina component or null if none.
proto external ECharacterStance CharacterControllerComponent.GetStance | ( | ) |
Returns the current stance of the character.
proto external float CharacterControllerComponent.GetStanceChangeDelayTime | ( | ) |
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proto external float CharacterControllerComponent.GetVehicleRagdollSpeed | ( | ) |
proto external float CharacterControllerComponent.GetVehicleRagdollSpeedMsSq | ( | ) |
proto external vector CharacterControllerComponent.GetVelocity | ( | ) |
proto external VoNComponent CharacterControllerComponent.GetVONComponent | ( | ) |
proto external float CharacterControllerComponent.GetWantedLeaning | ( | ) |
proto external bool CharacterControllerComponent.GetWeaponADSInput | ( | ) |
proto external BaseWeaponManagerComponent CharacterControllerComponent.GetWeaponManagerComponent | ( | ) |
proto external void CharacterControllerComponent.GetWeaponModifiers | ( | float | baseScale, |
float | moveScale, | ||
out vector | scaleA, | ||
out vector | scaleB | ||
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Returns modifiers for weapon sway/recoil based on movement, stance, etc Fills scaleA and scaleB with following modifier values: scaleA.x - modifier scaleX scaleA.y - modifier scaleY scaleB.x - speed scale scaleB.y - translation scale.
proto external EWeaponObstructedState CharacterControllerComponent.GetWeaponObstructedState | ( | ) |
proto external bool CharacterControllerComponent.IsAdjustingLeaning | ( | ) |
proto external bool CharacterControllerComponent.IsChangingFireMode | ( | ) |
proto external bool CharacterControllerComponent.IsChangingItem | ( | ) |
proto external bool CharacterControllerComponent.IsChangingStance | ( | ) |
proto external bool CharacterControllerComponent.IsCharacterStationary | ( | ) |
proto external bool CharacterControllerComponent.IsClimbing | ( | ) |
proto external bool CharacterControllerComponent.IsDead | ( | ) |
proto external bool CharacterControllerComponent.IsFalling | ( | ) |
proto external bool CharacterControllerComponent.IsFocusMode | ( | ) |
proto external bool CharacterControllerComponent.IsFreeLookEnabled | ( | ) |
proto external bool CharacterControllerComponent.IsFreeLookEnforced | ( | ) |
Returns true if freelook is enforced by game logic.
proto external bool CharacterControllerComponent.IsFreeLookForced | ( | ) |
proto external bool CharacterControllerComponent.IsGadgetInHands | ( | ) |
Returns true if there is a gadget in hands.
proto external bool CharacterControllerComponent.IsGadgetRaisedModeWanted | ( | ) |
Returns true if character will be (or is) using gadget in raised mode.
proto external bool CharacterControllerComponent.IsInThirdPersonView | ( | ) |
proto external bool CharacterControllerComponent.IsLeaning | ( | ) |
proto external bool CharacterControllerComponent.IsMeleeAttack | ( | ) |
proto external bool CharacterControllerComponent.IsPartiallyLowered | ( | ) |
Returns true if the character is partially lowered.
proto external bool CharacterControllerComponent.IsPlayerControlled | ( | ) |
proto external bool CharacterControllerComponent.IsPlayingGesture | ( | ) |
proto external bool CharacterControllerComponent.IsPlayingItemGesture | ( | ) |
Returns true if the character is playing a gesture.
proto external bool CharacterControllerComponent.IsReloading | ( | ) |
proto external bool CharacterControllerComponent.IsRoll | ( | ) |
proto external bool CharacterControllerComponent.IsSprinting | ( | ) |
proto external bool CharacterControllerComponent.IsSwimming | ( | ) |
proto external bool CharacterControllerComponent.IsTrackIREnabled | ( | ) |
proto external bool CharacterControllerComponent.IsUnconscious | ( | ) |
proto external bool CharacterControllerComponent.IsUsingItem | ( | ) |
proto external bool CharacterControllerComponent.IsWeaponADS | ( | ) |
proto external bool CharacterControllerComponent.IsWeaponRaised | ( | ) |
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Implemented in SCR_CharacterControllerComponent.
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Implemented in SCR_CharacterControllerComponent.
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Will be called when the consciousness of the character changes.
Implemented in SCR_CharacterControllerComponent.
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Called when a player has been assigned to this controller.
Implemented in SCR_CharacterControllerComponent.
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Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.
Implemented in SCR_CharacterControllerComponent.
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Called during EOnDiag.
owner | Entity this component is attached to. \poaram timeSlice Delta time since last update. |
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Will be called when gadget fully transitioned to or canceled focus mode.
Implemented in SCR_CharacterControllerComponent.
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Will be called when gadget taken/removed from hand.
Implemented in SCR_CharacterControllerComponent.
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Called during EOnInit.
owner | Entity this component is attached to. |
Implemented in SCR_CharacterControllerComponent.
void CharacterControllerComponent.OnInspectionModeChanged | ( | bool | newState | ) |
Implemented in SCR_CharacterControllerComponent.
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Runs after the left hand item is dropped. Returns dropped item entity.
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Will be called when item use action is started.
Implemented in SCR_CharacterControllerComponent.
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Will be called when item use action is complete.
Implemented in SCR_CharacterControllerComponent.
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Will be called when the life state of the character changes.
Implemented in SCR_CharacterControllerComponent.
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Handling of melee events. Sends true if melee started, false, when melee ends.
Implemented in SCR_CharacterControllerComponent.
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Override to handle what happens after pressing F button, return false to use default cpp behavior.
Implemented in SCR_CharacterControllerComponent.
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Implemented in SCR_CharacterControllerComponent, and SCR_CharacterControllerComponent_Test.
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Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from.
proto external void CharacterControllerComponent.Ragdoll | ( | bool | broadcast = true | ) |
Dying.
proto external void CharacterControllerComponent.RecoverHiddenGadget | ( | bool | respectSettings, |
bool | skipAnims | ||
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Put held gadget on hold.
proto external bool CharacterControllerComponent.ReloadWeapon | ( | ) |
Request weapon reload. If true, request was sucessful.
proto external bool CharacterControllerComponent.ReloadWeaponWith | ( | IEntity | ammunitionEntity, |
bool | bForceDetach = false |
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proto external void CharacterControllerComponent.RemoveGadgetFromHand | ( | bool | skipAnimations = false | ) |
Remove held gadget.
proto external void CharacterControllerComponent.RequestActionByID | ( | int | actionID, |
float | value | ||
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proto external void CharacterControllerComponent.ResetPersistentStates | ( | bool | resetADSState = true , |
bool | resetGadgetState = true |
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bool CharacterControllerComponent.SCR_GetDisableMovementControls | ( | ) |
Implemented in SCR_CharacterControllerComponent.
bool CharacterControllerComponent.SCR_GetDisableViewControls | ( | ) |
void CharacterControllerComponent.SCR_OnDisabledJumpAction | ( | ) |
Implemented in SCR_CharacterControllerComponent.
proto external bool CharacterControllerComponent.SelectWeapon | ( | BaseWeaponComponent | newWeapon | ) |
Set weapon on character with switching animations. If true, the request was successful.
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Aiming input sensitivities
proto external void CharacterControllerComponent.SetBanking | ( | float | val | ) |
proto external void CharacterControllerComponent.SetDisableMovementControls | ( | bool | other | ) |
proto external void CharacterControllerComponent.SetDisableViewControls | ( | bool | other | ) |
proto external void CharacterControllerComponent.SetDisableWeaponControls | ( | bool | other | ) |
proto external void CharacterControllerComponent.SetDynamicSpeed | ( | float | value | ) |
Sets dynamic speed of this character.
value | Desired speed as percentage <0,1>. |
proto external void CharacterControllerComponent.SetDynamicStance | ( | float | value | ) |
Sets dynamic stance of this character.
value | Desired stance height as percentage of full erect <0,1>. |
proto external bool CharacterControllerComponent.SetFireMode | ( | int | index | ) |
proto external void CharacterControllerComponent.SetFireWeaponWanted | ( | bool | val | ) |
Set wanted input action values.
proto external void CharacterControllerComponent.SetForcedFreeLook | ( | bool | enabled | ) |
Force character to stay in freelook.
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FOV input curves
proto external void CharacterControllerComponent.SetFreeLook | ( | bool | input, |
bool | mouse, | ||
bool | controller | ||
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proto external bool CharacterControllerComponent.SetGadgetRaisedModeWanted | ( | bool | newRaised | ) |
Returns true if focus will be changed to requested.
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When enabled, controller freelook is not forced while piloting aircraft
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Gyro control scope
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Gyro input sensitivity yaw/pitch/roll
proto external void CharacterControllerComponent.SetHeadingAngle | ( | float | newHeadingAngle, |
bool | adjustAimingYaw = false |
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proto external void CharacterControllerComponent.SetInspect | ( | IEntity | targetItem | ) |
Enables or disables inspection mode.
targetItem | Item to enable the inspection mode on. |
proto external void CharacterControllerComponent.SetInspectState | ( | int | state | ) |
Sets inspection state if inspection is enabled.
state | Target state, 0 = default, 1 = alternate. |
proto external void CharacterControllerComponent.SetInThirdPersonView | ( | bool | state | ) |
proto external void CharacterControllerComponent.SetJump | ( | float | val | ) |
proto external void CharacterControllerComponent.SetMeleeAttack | ( | bool | val | ) |
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When enabled, mouse freelook is not forced while piloting aircraft
proto external void CharacterControllerComponent.SetMovement | ( | float | movementSpeed, |
vector | movementDirModel | ||
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Update animation about state of movement, define speed and direction in local space of character.
proto external void CharacterControllerComponent.SetMovementDirWorld | ( | vector | movementDirWorld | ) |
Update simulation state with difference of world position.
proto external bool CharacterControllerComponent.SetMuzzle | ( | int | index | ) |
proto external void CharacterControllerComponent.SetPartialLower | ( | bool | state | ) |
Sets desired partial lower state, if allowed.
proto external void CharacterControllerComponent.SetRoll | ( | int | val | ) |
2 - right, 1 - left
proto external bool CharacterControllerComponent.SetSafety | ( | bool | safety, |
bool | automatic | ||
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Set the safety of the current weapon.
safety | True to set the weapon safety. |
automatic | True to set the automatic safety otherwise false to set manual safety. |
proto external void CharacterControllerComponent.SetShouldApplyDynamicSpeedOverride | ( | bool | shouldApply | ) |
proto external void CharacterControllerComponent.SetSightsRange | ( | int | index | ) |
proto external void CharacterControllerComponent.SetStanceChange | ( | int | stance | ) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
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Sets ads and gadget focus into persistent mode
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Sets gadget handling into persistent mode
proto external void CharacterControllerComponent.SetThrow | ( | bool | val, |
bool | cancelThrow | ||
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Set wanted input action values.
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Track-IR controls
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proto external void CharacterControllerComponent.SetUnconscious | ( | bool | enabled | ) |
proto external void CharacterControllerComponent.SetWantedLeaning | ( | float | val | ) |
proto external void CharacterControllerComponent.SetWeaponADS | ( | bool | val | ) |
Set the current weapon ADS state.
proto external void CharacterControllerComponent.SetWeaponADSInput | ( | bool | val | ) |
proto external void CharacterControllerComponent.SetWeaponNoFireTime | ( | float | t | ) |
proto external void CharacterControllerComponent.SetWeaponRaised | ( | bool | val | ) |
Set the current weapon-raised state.
bool CharacterControllerComponent.ShouldAligningAdjustAimingAngles | ( | ) |
Implemented in SCR_CharacterControllerComponent.
bool CharacterControllerComponent.ShouldGadgetBeDropped | ( | IEntity | gadget | ) |
proto external bool CharacterControllerComponent.ShouldHoldInputForRoll | ( | ) |
proto external void CharacterControllerComponent.StopCharacterGesture | ( | ) |
proto external void CharacterControllerComponent.StopDeployment | ( | ) |
proto external void CharacterControllerComponent.TakeGadgetInLeftHand | ( | IEntity | gadget, |
int | gadgetType, | ||
bool | autoFocus = false , |
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bool | skipAnimations = false |
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proto external bool CharacterControllerComponent.TryEquipRightHandItem | ( | IEntity | item, |
EEquipItemType | type, | ||
bool | swap = false , |
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BaseUserAction | callbackAction = null |
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Generic item Equippes an item in right hand, if swap is true then action performed without animations, accepts optional callback that will be triggered when action is completed.
proto external bool CharacterControllerComponent.TryPlayItemGesture | ( | EItemGesture | gesture, |
BaseUserAction | callbackAction = null , |
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string | confirmEvent = "" |
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Try to play the specified gesture.
gesture | The gesture which should be played. |
callbackAction | Optional UserAction as callback that will be called when target animation event is hit or gesture is complete |
confirmEvent |
proto external bool CharacterControllerComponent.TryRecoverLastRightHandItem | ( | bool | swap = false , |
BaseUserAction | callbackAction = null |
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proto external bool CharacterControllerComponent.TryStartCharacterGesture | ( | int | gesture, |
int | durationMS = 0 |
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Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called)
proto external bool CharacterControllerComponent.TryUseBandage | ( | IEntity | bandage, |
int | bodyPart, | ||
float | duration = 4.0 , |
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bool | bandageSelf = true |
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Try to use bandage on specified body part for a specific duration.
bandage | Bandage entity used for bandage action. |
bodyPart | Body part where the bandage will be applied. |
duration | Duration of the bandage in seconds. |
bandageSelf | True if the player is bandaging himself. |
proto external bool CharacterControllerComponent.TryUseItem | ( | IEntity | item, |
bool | allowMovementDuringAction = false , |
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bool | keepInHandAfterSuccessfulAction = false |
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Try to use equipped item.
proto external bool CharacterControllerComponent.TryUseItemOverrideParams | ( | notnull ItemUseParameters | params | ) |
Try to use equipped item with custom command and variables.
item | - the item which we want to use. Must be either the current gadget, or the current weapon. |
allowMovementDuringAction | - if true, any movement input will be disabled during the item use. |
cmdId | - Id of the command to be called - use AnimationComponent.BindCommand(commandName) to receive it. |
cmdIntArg,cmdFloatArg | - parameters with which the command will be called. |
intParam,floatParam,boolParam | - Currently, BodyPart variable will be set to the intParam value, other two are yet not in use. |
animLength | - maximum length of the animation - if the animation graph will finish sooner (TagRItemAction or TagLItemAction tags will not be active), the animation can end before this time is out. |
alignmentPoint | - point of the item to which the ItemUsePrediction predictioned bone of the character will keep being aligned during the animation. |
proto external bool CharacterControllerComponent.TryUseLadder | ( | IEntity | pLadderOwner, |
int | ladderComponentIndex = 0 , |
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float | maxTestDistance = -1.0 , |
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float | maxEntryAngle = -1.0 |
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Start climbing provided ladder.
Returns true if request was successful.
void CharacterControllerComponent.UpdateDrowning | ( | float | timeSlice, |
vector | waterLevel | ||
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Implemented in SCR_CharacterControllerComponent.