Arma Reforger Script API
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Public Member Functions | List of all members
CharacterIdentityComponent Interface Reference

Component that takes care of identity of characters. More...

Inheritance diagram for CharacterIdentityComponent:
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Public Member Functions

proto external IEntity GetHeadEntity ()
 
proto external void SetHeadAlpha (int a)
 
proto external void SetVisibleAll (bool visible)
 
proto external bool IsVisibleAll ()
 
proto external bool SetWoundState (string bodyPart, bool wound)
 
proto external bool IsCovered (string bodyPart)
 Check if bodypart is covered.
 
proto external void CommitChanges ()
 
proto external Identity GetIdentity ()
 Get identity of this character.
 
proto external bool CheckIdentityIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity)
 Check if given IDs are within bounds of existing identities in the current faction assigned to the owner.
 
proto external bool SetIdentityFromIDs (int alias, int name, int surname, int soundIdentity, int visualIdentity)
 This will change identity to given ids defined in characters faction -> factionIdentity.
 
proto external void SetIdentity (Identity cfg)
 Set the identity to the player, and replicates the identity to clients.
 
void OnBodyPartStateChanged (string bodyPart, bool visible, bool wounded)
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Detailed Description

Component that takes care of identity of characters.

Member Function Documentation

◆ CheckIdentityIDs()

proto external bool CharacterIdentityComponent.CheckIdentityIDs ( int  alias,
int  name,
int  surname,
int  soundIdentity,
int  visualIdentity 
)

Check if given IDs are within bounds of existing identities in the current faction assigned to the owner.

Returns
true if all parameters are correct, false if one or more values is wrong or there is no faction component

◆ CommitChanges()

proto external void CharacterIdentityComponent.CommitChanges ( )

◆ GetHeadEntity()

proto external IEntity CharacterIdentityComponent.GetHeadEntity ( )

◆ GetIdentity()

proto external Identity CharacterIdentityComponent.GetIdentity ( )

Get identity of this character.

◆ IsCovered()

proto external bool CharacterIdentityComponent.IsCovered ( string  bodyPart)

Check if bodypart is covered.

Parameters
bodyPartname of bodypart

◆ IsVisibleAll()

proto external bool CharacterIdentityComponent.IsVisibleAll ( )

◆ OnBodyPartStateChanged()

void CharacterIdentityComponent.OnBodyPartStateChanged ( string  bodyPart,
bool  visible,
bool  wounded 
)

◆ SetHeadAlpha()

proto external void CharacterIdentityComponent.SetHeadAlpha ( int  a)

◆ SetIdentity()

proto external void CharacterIdentityComponent.SetIdentity ( Identity  cfg)

Set the identity to the player, and replicates the identity to clients.

◆ SetIdentityFromIDs()

proto external bool CharacterIdentityComponent.SetIdentityFromIDs ( int  alias,
int  name,
int  surname,
int  soundIdentity,
int  visualIdentity 
)

This will change identity to given ids defined in characters faction -> factionIdentity.

Returns
true on success false on wrong input

◆ SetVisibleAll()

proto external void CharacterIdentityComponent.SetVisibleAll ( bool  visible)

◆ SetWoundState()

proto external bool CharacterIdentityComponent.SetWoundState ( string  bodyPart,
bool  wound 
)

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