Arma Reforger Script API
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Uses CharacterHandWeaponSlotComponent, and switch weapon to this slot when taken into hand. More...
Additional Inherited Members | |
Public Member Functions inherited from BaseWeaponManagerComponent | |
proto external IEntity | GetOwner () |
proto external void | Throw (vector vDirection, float fSpeedScale) |
performs throwing | |
proto external int | GetDefaultWeaponIndex () |
proto external BaseWeaponComponent | GetCurrent () |
Returns currently selected weapon or null if none. (This can either be a weapon component directly or a slot component.) | |
proto external BaseWeaponComponent | GetCurrentWeapon () |
proto external BaseWeaponComponent | GetCurrentGrenade () |
proto external WeaponSlotComponent | GetCurrentSlot () |
proto external GrenadeSlotComponent | GetCurrentGrenadeSlot () |
proto external SightsComponent | GetCurrentSights () |
proto external int | GetCurrentSightsIndex () |
proto external bool | SelectWeapon (BaseWeaponComponent weapon) |
Select the weapon passed by the parameter. | |
proto external IEntity | SetSlotWeapon (WeaponSlotComponent pSlot, IEntity pWeaponEntity) |
Returns the old weapon entity of the specified weapon slot. | |
proto external void | SetVisibleAllWeapons (bool state) |
weapons visibility | |
proto external void | SetVisibleCurrentWeapon (bool state) |
proto external int | GetWeaponsSlots (out notnull array< WeaponSlotComponent > outSlots) |
Returns the list of slots. | |
proto external int | GetWeaponsList (out notnull array< IEntity > outWeapons) |
Returns the list of weapons. | |
proto external bool | GetCurrentMuzzleTransform (vector outMatrix[4]) |
Returns true if current weapon is valid and outputs current weapon's muzzle transformation to the given matrix. | |
proto bool | GetCurrentSightsTransform (out vector outWorldMatrix[4], out vector outLocalMatrix[4], out float fov) |
Returns true if current weapon is valid and has some sights data, outputs sights transformation and fov. | |
proto bool | GetCurrentSightsCameraTransform (out vector outLocalMatrix[4], out float fov) |
Returns true if current weapon is valid and has some sights data, outputs local sights transformation with adjusted roll angle and fov. | |
Public Member Functions inherited from GameComponent | |
bool | OnTicksOnRemoteProxy () |
Public Attributes inherited from BaseWeaponManagerComponent | |
ref ScriptInvoker< BaseWeaponComponent > | m_OnWeaponChangeCompleteInvoker = new ScriptInvoker<BaseWeaponComponent>() |
ref ScriptInvoker< BaseWeaponComponent > | m_OnWeaponChangeStartedInvoker = new ScriptInvoker<BaseWeaponComponent>() |
Protected Member Functions inherited from BaseWeaponManagerComponent | |
void | OnWeaponChangeComplete (BaseWeaponComponent newWeaponSlot) |
void | OnWeaponChangeStarted (BaseWeaponComponent newWeaponSlot) |
Uses CharacterHandWeaponSlotComponent, and switch weapon to this slot when taken into hand.