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

Public Member Functions

proto void GetMovement (out float pSpeed, out vector pLocalDirection)
 
proto external void SetMovement (float speed, vector pLocalDirection)
 
proto external ECharacterStanceChange GetStanceChange ()
 GetStanceChange - returns the currently happening stance change.
 
proto external int GetRollCommand ()
 returns 0 (no roll), (1 - left), (2 - right)
 
proto external void SetRoll (int rollCommand)
 
proto external float GetLean ()
 0 - no roll, 1 - right, -1 - left
 
proto external void SetLean (float lean)
 
proto external bool IsMoving ()
 
proto external bool IsSprinting ()
 
proto external bool IsAdjustedStanceEnabled ()
 
proto external void ToggleAdjustedStance (bool enabled)
 
proto external void SetAimChange (vector aimChange)
 Set the aim change in degree.
 
proto external vector GetAimChange ()
 Get the aim change in degree.
 
proto external float GetHeadingAngle ()
 returns 0..2pi angle of heading (rotation around world Y axis)
 
proto external void SetHeadingAngle (float newHeadingAngle)
 
proto external void SetAimingAngles (vector aimingAngles)
 Set the aiming angle in radians.
 
proto external vector GetAimingAngles ()
 Get the aiming angle in radians.
 
proto external void SetLookAtAngles (vector lookAtAngles)
 Set the aiming angle in radians.
 
proto external vector GetLookAtAngles ()
 Get the aiming angle in radians.
 
proto external void SetWeaponIKTranslation (vector pWeaponTrans)
 
proto external vector GetWeaponIKTranslation ()
 
proto external bool CameraIsFreeLook ()
 is there a free look ?
 
proto external void SetFreelook (bool pFreelook)
 
proto external void SetTransferFreeaimAfterFreelookRequest (bool val)
 
proto external bool ShouldTransferFreeaimAfterFreelook ()
 
proto external void AccumulateFreelookAdjustment (vector change)
 
proto external bool WeaponIsRaisedOrADS ()
 is weapon raised
 
proto external bool WeaponIsRaised ()
 
proto external void SetRaiseWeapon (bool bRaise)
 
proto external void SetWeaponPullTrigger (bool bPull)
 
proto external bool WeaponIsPullingTrigger ()
 
proto external bool WeaponIsStartReloading ()
 
proto external int GetWeaponReloadType ()
 
proto external void SetReloadWeapon (int ReloadType)
 
proto external void SetWeaponADS (bool ads)
 
proto external bool IsWeaponADS ()
 
proto external bool IsWeaponObstructionEnabled ()
 
proto external void ToggleWeaponObstruction (bool enabled)
 
proto external void SetJump (float val)
 
proto external float GetJump ()
 
proto external void SetThrow (bool val)
 
proto external bool GetThrow ()
 
proto external void CancelThrow ()
 
proto external bool IsThrowCanceled ()
 
proto external void SetDie (bool val, float direction)
 
proto external float GetDie ()
 
proto external void SetMeleeAttack (bool val)
 
proto external bool GetMeleeAttack ()
 
proto external void SetHit (EHitReactionType hitRecationType, float direction)
 
proto external EHitReactionType GetHitReaction ()
 
proto external float GetHitDirection ()
 
proto external void SetVehicleDoorInfoIndex (int val)
 
proto external int GetVehicleDoorInfoIndex ()
 
proto external void SetVehicleTeleportTarget (vector target[])
 
proto external vector[] GetVehicleTeleportTarget ()
 
proto external void SetVehicleSteering (float val)
 
proto external float GetVehicleSteering ()
 
proto external void SetVehicleThrottle (float val)
 
proto external float GetVehicleThrottle ()
 
proto external void SetVehicleClutch (float val)
 
proto external float GetVehicleClutch ()
 
proto external void SetVehicleBrake (float val)
 
proto external float GetVehicleBrake ()
 
proto external void SetVehicleCollective (float val)
 
proto external float GetVehicleCollective ()
 
proto external void SetVehicleCyclicForward (float val)
 
proto external float GetVehicleCyclicForward ()
 
proto external void SetVehicleCyclicAside (float val)
 
proto external float GetVehicleCyclicAside ()
 
proto external void SetVehicleAntiTorque (float val)
 
proto external float GetVehicleAntiTorque ()
 
proto external int SetVehicleGearSwitch ()
 
proto external void GetVehicleGearSwitch (int val)
 
proto external void SetVehicleEngineStartStop (int val)
 
proto external int GetVehicleEngineStartStop ()
 
proto external void SetVehicleLights (int val)
 
proto external int GetVehicleLights ()
 
proto external void SetVehicleHorn (int val)
 
proto external int GetVehicleHorn ()
 
proto external void SetVehicleHandBrake (EHandBrakeType val)
 
proto external EHandBrakeType GetVehicleHandBrake ()
 
proto external bool IsPlayingGesture ()
 
proto external void SetPlayingGesture (bool val)
 
proto external int GetGestureID ()
 
proto external void SetGestureID (int gestureID)
 
proto external bool IsUnconscious ()
 
proto external IEntity GetLeftHandGadgetEntity ()
 
proto external IEntity GetWantedLefHandGadgetEntity ()
 
proto external void SetCancelItemAction (bool value)
 
proto external float GetWaterBodyApproxDepth ()
 
proto external float GetWaterCharacterSubmersion ()
 
proto external float GetWaterNoseSubmersion ()
 
proto external float GetWaterBodySurfaceY ()
 

Member Function Documentation

◆ AccumulateFreelookAdjustment()

proto external void CharacterInputContext.AccumulateFreelookAdjustment ( vector  change)

◆ CameraIsFreeLook()

proto external bool CharacterInputContext.CameraIsFreeLook ( )

is there a free look ?

◆ CancelThrow()

proto external void CharacterInputContext.CancelThrow ( )

◆ GetAimChange()

proto external vector CharacterInputContext.GetAimChange ( )

Get the aim change in degree.

◆ GetAimingAngles()

proto external vector CharacterInputContext.GetAimingAngles ( )

Get the aiming angle in radians.

◆ GetDie()

proto external float CharacterInputContext.GetDie ( )

◆ GetGestureID()

proto external int CharacterInputContext.GetGestureID ( )

◆ GetHeadingAngle()

proto external float CharacterInputContext.GetHeadingAngle ( )

returns 0..2pi angle of heading (rotation around world Y axis)

◆ GetHitDirection()

proto external float CharacterInputContext.GetHitDirection ( )

◆ GetHitReaction()

proto external EHitReactionType CharacterInputContext.GetHitReaction ( )

◆ GetJump()

proto external float CharacterInputContext.GetJump ( )

◆ GetLean()

proto external float CharacterInputContext.GetLean ( )

0 - no roll, 1 - right, -1 - left

◆ GetLeftHandGadgetEntity()

proto external IEntity CharacterInputContext.GetLeftHandGadgetEntity ( )

◆ GetLookAtAngles()

proto external vector CharacterInputContext.GetLookAtAngles ( )

Get the aiming angle in radians.

◆ GetMeleeAttack()

proto external bool CharacterInputContext.GetMeleeAttack ( )

◆ GetMovement()

proto void CharacterInputContext.GetMovement ( out float  pSpeed,
out vector  pLocalDirection 
)

◆ GetRollCommand()

proto external int CharacterInputContext.GetRollCommand ( )

returns 0 (no roll), (1 - left), (2 - right)

◆ GetStanceChange()

proto external ECharacterStanceChange CharacterInputContext.GetStanceChange ( )

GetStanceChange - returns the currently happening stance change.

◆ GetThrow()

proto external bool CharacterInputContext.GetThrow ( )

◆ GetVehicleAntiTorque()

proto external float CharacterInputContext.GetVehicleAntiTorque ( )

◆ GetVehicleBrake()

proto external float CharacterInputContext.GetVehicleBrake ( )

◆ GetVehicleClutch()

proto external float CharacterInputContext.GetVehicleClutch ( )

◆ GetVehicleCollective()

proto external float CharacterInputContext.GetVehicleCollective ( )

◆ GetVehicleCyclicAside()

proto external float CharacterInputContext.GetVehicleCyclicAside ( )

◆ GetVehicleCyclicForward()

proto external float CharacterInputContext.GetVehicleCyclicForward ( )

◆ GetVehicleDoorInfoIndex()

proto external int CharacterInputContext.GetVehicleDoorInfoIndex ( )

◆ GetVehicleEngineStartStop()

proto external int CharacterInputContext.GetVehicleEngineStartStop ( )

◆ GetVehicleGearSwitch()

proto external void CharacterInputContext.GetVehicleGearSwitch ( int  val)

◆ GetVehicleHandBrake()

proto external EHandBrakeType CharacterInputContext.GetVehicleHandBrake ( )

◆ GetVehicleHorn()

proto external int CharacterInputContext.GetVehicleHorn ( )

◆ GetVehicleLights()

proto external int CharacterInputContext.GetVehicleLights ( )

◆ GetVehicleSteering()

proto external float CharacterInputContext.GetVehicleSteering ( )

◆ GetVehicleTeleportTarget()

proto external vector[] CharacterInputContext.GetVehicleTeleportTarget ( )

◆ GetVehicleThrottle()

proto external float CharacterInputContext.GetVehicleThrottle ( )

◆ GetWantedLefHandGadgetEntity()

proto external IEntity CharacterInputContext.GetWantedLefHandGadgetEntity ( )

◆ GetWaterBodyApproxDepth()

proto external float CharacterInputContext.GetWaterBodyApproxDepth ( )

◆ GetWaterBodySurfaceY()

proto external float CharacterInputContext.GetWaterBodySurfaceY ( )

◆ GetWaterCharacterSubmersion()

proto external float CharacterInputContext.GetWaterCharacterSubmersion ( )

◆ GetWaterNoseSubmersion()

proto external float CharacterInputContext.GetWaterNoseSubmersion ( )

◆ GetWeaponIKTranslation()

proto external vector CharacterInputContext.GetWeaponIKTranslation ( )

◆ GetWeaponReloadType()

proto external int CharacterInputContext.GetWeaponReloadType ( )

◆ IsAdjustedStanceEnabled()

proto external bool CharacterInputContext.IsAdjustedStanceEnabled ( )

◆ IsMoving()

proto external bool CharacterInputContext.IsMoving ( )

◆ IsPlayingGesture()

proto external bool CharacterInputContext.IsPlayingGesture ( )

◆ IsSprinting()

proto external bool CharacterInputContext.IsSprinting ( )

◆ IsThrowCanceled()

proto external bool CharacterInputContext.IsThrowCanceled ( )

◆ IsUnconscious()

proto external bool CharacterInputContext.IsUnconscious ( )

◆ IsWeaponADS()

proto external bool CharacterInputContext.IsWeaponADS ( )

◆ IsWeaponObstructionEnabled()

proto external bool CharacterInputContext.IsWeaponObstructionEnabled ( )

◆ SetAimChange()

proto external void CharacterInputContext.SetAimChange ( vector  aimChange)

Set the aim change in degree.

◆ SetAimingAngles()

proto external void CharacterInputContext.SetAimingAngles ( vector  aimingAngles)

Set the aiming angle in radians.

◆ SetCancelItemAction()

proto external void CharacterInputContext.SetCancelItemAction ( bool  value)

◆ SetDie()

proto external void CharacterInputContext.SetDie ( bool  val,
float  direction 
)

◆ SetFreelook()

proto external void CharacterInputContext.SetFreelook ( bool  pFreelook)

◆ SetGestureID()

proto external void CharacterInputContext.SetGestureID ( int  gestureID)

◆ SetHeadingAngle()

proto external void CharacterInputContext.SetHeadingAngle ( float  newHeadingAngle)

◆ SetHit()

proto external void CharacterInputContext.SetHit ( EHitReactionType  hitRecationType,
float  direction 
)

◆ SetJump()

proto external void CharacterInputContext.SetJump ( float  val)

◆ SetLean()

proto external void CharacterInputContext.SetLean ( float  lean)

◆ SetLookAtAngles()

proto external void CharacterInputContext.SetLookAtAngles ( vector  lookAtAngles)

Set the aiming angle in radians.

◆ SetMeleeAttack()

proto external void CharacterInputContext.SetMeleeAttack ( bool  val)

◆ SetMovement()

proto external void CharacterInputContext.SetMovement ( float  speed,
vector  pLocalDirection 
)

◆ SetPlayingGesture()

proto external void CharacterInputContext.SetPlayingGesture ( bool  val)

◆ SetRaiseWeapon()

proto external void CharacterInputContext.SetRaiseWeapon ( bool  bRaise)

◆ SetReloadWeapon()

proto external void CharacterInputContext.SetReloadWeapon ( int  ReloadType)

◆ SetRoll()

proto external void CharacterInputContext.SetRoll ( int  rollCommand)

◆ SetThrow()

proto external void CharacterInputContext.SetThrow ( bool  val)

◆ SetTransferFreeaimAfterFreelookRequest()

proto external void CharacterInputContext.SetTransferFreeaimAfterFreelookRequest ( bool  val)

◆ SetVehicleAntiTorque()

proto external void CharacterInputContext.SetVehicleAntiTorque ( float  val)

◆ SetVehicleBrake()

proto external void CharacterInputContext.SetVehicleBrake ( float  val)

◆ SetVehicleClutch()

proto external void CharacterInputContext.SetVehicleClutch ( float  val)

◆ SetVehicleCollective()

proto external void CharacterInputContext.SetVehicleCollective ( float  val)

◆ SetVehicleCyclicAside()

proto external void CharacterInputContext.SetVehicleCyclicAside ( float  val)

◆ SetVehicleCyclicForward()

proto external void CharacterInputContext.SetVehicleCyclicForward ( float  val)

◆ SetVehicleDoorInfoIndex()

proto external void CharacterInputContext.SetVehicleDoorInfoIndex ( int  val)

◆ SetVehicleEngineStartStop()

proto external void CharacterInputContext.SetVehicleEngineStartStop ( int  val)

◆ SetVehicleGearSwitch()

proto external int CharacterInputContext.SetVehicleGearSwitch ( )

◆ SetVehicleHandBrake()

proto external void CharacterInputContext.SetVehicleHandBrake ( EHandBrakeType  val)

◆ SetVehicleHorn()

proto external void CharacterInputContext.SetVehicleHorn ( int  val)

◆ SetVehicleLights()

proto external void CharacterInputContext.SetVehicleLights ( int  val)

◆ SetVehicleSteering()

proto external void CharacterInputContext.SetVehicleSteering ( float  val)

◆ SetVehicleTeleportTarget()

proto external void CharacterInputContext.SetVehicleTeleportTarget ( vector  target[])

◆ SetVehicleThrottle()

proto external void CharacterInputContext.SetVehicleThrottle ( float  val)

◆ SetWeaponADS()

proto external void CharacterInputContext.SetWeaponADS ( bool  ads)

◆ SetWeaponIKTranslation()

proto external void CharacterInputContext.SetWeaponIKTranslation ( vector  pWeaponTrans)

◆ SetWeaponPullTrigger()

proto external void CharacterInputContext.SetWeaponPullTrigger ( bool  bPull)

◆ ShouldTransferFreeaimAfterFreelook()

proto external bool CharacterInputContext.ShouldTransferFreeaimAfterFreelook ( )

◆ ToggleAdjustedStance()

proto external void CharacterInputContext.ToggleAdjustedStance ( bool  enabled)

◆ ToggleWeaponObstruction()

proto external void CharacterInputContext.ToggleWeaponObstruction ( bool  enabled)

◆ WeaponIsPullingTrigger()

proto external bool CharacterInputContext.WeaponIsPullingTrigger ( )

◆ WeaponIsRaised()

proto external bool CharacterInputContext.WeaponIsRaised ( )

◆ WeaponIsRaisedOrADS()

proto external bool CharacterInputContext.WeaponIsRaisedOrADS ( )

is weapon raised

◆ WeaponIsStartReloading()

proto external bool CharacterInputContext.WeaponIsStartReloading ( )

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