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Arma Reforger Script API
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Public Member Functions | |
| proto external BaseInfoDisplay | GetInfoDisplay () |
| proto external AIControlComponent | GetAIControlComponent () |
| Returns ai controller. | |
| proto external CharacterAnimationComponent | GetAnimationComponent () |
| Returns component which has animations controlling logic. | |
| proto external CharacterCommandHandlerComponent | GetCommandHandler () |
| proto external CompartmentAccessComponent | GetCompartmentAccessComponent () |
| Returns component which stores information about compartment used by character. | |
| proto external CharacterControllerComponent | GetCharacterController () |
| Returns component which has character controlling logic. | |
| proto external SCR_DamageManagerComponent | GetDamageManager () |
| Returns component which handles damage. | |
| proto external BaseWeaponManagerComponent | GetWeaponManager () |
| Returns component which handles weapons. | |
| proto external bool | IsInVehicle () |
| Returns true if the character is inside a vehicle. | |
| proto external bool | IsInVehicleADS () |
| Returns true if the character is in vehicle in ADS. | |
| proto external vector | AimingPosition () |
| Returns the aim position on the character. | |
| proto external vector | EyePosition () |
| Returns the world position of eyes. | |
| proto external vector | EyePositionModel () |
| Returns the local position of eyes. | |
| proto external vector | GetAimRotationModel () |
| Returns character head yaw and pitch in local space (in rads) | |
| proto external AimingComponent | GetHeadAimingComponent () |
| Returns component which controls head aiming. | |
| proto external AimingComponent | GetWeaponAimingComponent () |
| Returns component which controls weapon aiming. | |
| proto external void | DoStartObjectAction (BaseUserAction pAction) |
| Start performing action by the current character. | |
| proto external void | DoPerformObjectAction (BaseUserAction pAction) |
| Perform action by current character. | |
| proto external void | DoPerformContinuousObjectAction (BaseUserAction pAction, float timeSlice) |
| Perform continuous action by current character. | |
| proto external void | DoCancelObjectAction (BaseUserAction pAction) |
| Cancel action performed by the current character. | |
| void | OnSpecialContact (IEntity other) |
| void | OnSpecialContactsChagned (notnull array< IEntity > contacts) |
Public Member Functions inherited from BaseGameEntity | |
| proto external void | Teleport (vector mat[4]) |
| Teleport the entity to a coordinate. | |
| proto external RplComponent | GetRplComponent () |
| Returns the replication component associated to this entity. | |
Static Public Member Functions | |
| static proto float | TraceMoveWithoutCharacters (BaseWorld world, inout TraceParam param) |
| This variant of TraceMove can be used as an optimization if you want to do BaseWorld.TraceMove with a filter that filters out all ChimeraCharacter entities. | |
| proto external vector ChimeraCharacter.AimingPosition | ( | ) |
Returns the aim position on the character.
| proto external void ChimeraCharacter.DoCancelObjectAction | ( | BaseUserAction | pAction | ) |
Cancel action performed by the current character.
| proto external void ChimeraCharacter.DoPerformContinuousObjectAction | ( | BaseUserAction | pAction, |
| float | timeSlice ) |
Perform continuous action by current character.
| proto external void ChimeraCharacter.DoPerformObjectAction | ( | BaseUserAction | pAction | ) |
Perform action by current character.
| proto external void ChimeraCharacter.DoStartObjectAction | ( | BaseUserAction | pAction | ) |
Start performing action by the current character.
| proto external vector ChimeraCharacter.EyePosition | ( | ) |
Returns the world position of eyes.
| proto external vector ChimeraCharacter.EyePositionModel | ( | ) |
Returns the local position of eyes.
| proto external AIControlComponent ChimeraCharacter.GetAIControlComponent | ( | ) |
Returns ai controller.
| proto external vector ChimeraCharacter.GetAimRotationModel | ( | ) |
Returns character head yaw and pitch in local space (in rads)
| proto external CharacterAnimationComponent ChimeraCharacter.GetAnimationComponent | ( | ) |
Returns component which has animations controlling logic.
| proto external CharacterControllerComponent ChimeraCharacter.GetCharacterController | ( | ) |
Returns component which has character controlling logic.
| proto external CharacterCommandHandlerComponent ChimeraCharacter.GetCommandHandler | ( | ) |
| proto external CompartmentAccessComponent ChimeraCharacter.GetCompartmentAccessComponent | ( | ) |
Returns component which stores information about compartment used by character.
| proto external SCR_DamageManagerComponent ChimeraCharacter.GetDamageManager | ( | ) |
Returns component which handles damage.
| proto external AimingComponent ChimeraCharacter.GetHeadAimingComponent | ( | ) |
Returns component which controls head aiming.
| proto external BaseInfoDisplay ChimeraCharacter.GetInfoDisplay | ( | ) |
| proto external AimingComponent ChimeraCharacter.GetWeaponAimingComponent | ( | ) |
Returns component which controls weapon aiming.
| proto external BaseWeaponManagerComponent ChimeraCharacter.GetWeaponManager | ( | ) |
Returns component which handles weapons.
| proto external bool ChimeraCharacter.IsInVehicle | ( | ) |
Returns true if the character is inside a vehicle.
| proto external bool ChimeraCharacter.IsInVehicleADS | ( | ) |
Returns true if the character is in vehicle in ADS.
| void ChimeraCharacter.OnSpecialContact | ( | IEntity | other | ) |
| void ChimeraCharacter.OnSpecialContactsChagned | ( | notnull array< IEntity > | contacts | ) |
Implemented in SCR_ChimeraCharacter.
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static |
This variant of TraceMove can be used as an optimization if you want to do BaseWorld.TraceMove with a filter that filters out all ChimeraCharacter entities.
This way, the trace doesn't have to go into script callback to filter out ChimeraCharacter entities. This variant doesn't support another filter callback, which would be applied on top of the filtering of ChimeraCharacter entities. Traces shape movement along start->end, return 0..1 if trace was sucessfull. Results are filled in param object
| param | BaseWorld object. Normally you'd call world.TraceMove(...); |
| param | object used for both input parameters and output parameters |