Arma Reforger Script API
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Public Member Functions | Protected Member Functions | List of all members
ExtBaseCompartmentSlot Interface Reference
Inheritance diagram for ExtBaseCompartmentSlot:
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Public Member Functions

proto external int GetAddUserActions (out notnull array< CompartmentUserAction > outAddUserActions)
 
proto external bool IsPiloting ()
 
proto external void SetAutoConnectTurret (string name, array< string > aContextIDs)
 
proto external string GetAutoConnectTurret ()
 
proto external IEntity GetOwner ()
 
proto external BaseControllerComponent GetController ()
 
proto external ECompartmentType GetType ()
 
proto external BaseCompartmentManagerComponent GetManager ()
 
proto external int GetAvailableDoorIndices (out notnull array< int > arr)
 
proto external bool IsAvailableFromDoor (int doorIndex)
 
proto external int PickDoorIndexForPoint (vector point)
 
proto external IEntity AttachedOccupant ()
 
proto external IEntity GetOccupant ()
 
proto external UIInfo GetUIInfo ()
 
proto external bool IsReserved ()
 
proto external bool IsReservedBy (IEntity ent)
 
proto external void SetReserved (IEntity ent)
 
proto external EntitySlotInfo GetPassengerPointInfo ()
 
proto external bool GetForceFreeLook ()
 
proto external bool GetMouseSteering ()
 
proto external bool ShouldEjectUnconsciousDeadCharacters ()
 
proto external void SetCharacterIsStrappedIn (bool val)
 
proto external bool ShouldCharactersFallOutWhenFlipped ()
 
proto external int GetCompartmentMgrID ()
 Returns the manager ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID.
 
proto external int GetCompartmentSlotID ()
 Returns the slot ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID.
 
proto external bool IsGetInLockedFor (IEntity entity)
 Checks if getting in is impossible for a given entity.
 
proto external bool IsGetInLocked ()
 Checks if getting in is locked by anybody.
 
proto external CompartmentUserAction GetGetInAction ()
 
proto external CompartmentUserAction GetGetOutAction ()
 
proto external CompartmentUserAction GetJumpOutAction ()
 
proto external CompartmentUserAction GetSwitchSeatAction ()
 
proto external vector GetPosition ()
 
proto external PointInfo GetOverridenEntryPointInfo ()
 
proto external PointInfo GetOverridenExitPointInfo ()
 
proto external bool ShouldSkipCharacterDoorAnimationsFromSeat ()
 
proto external string GetCompartmentUniqueName ()
 
proto external void AttachTurret (TurretControllerComponent turretController, array< string > aContextIDs)
 
proto external void DetachTurret ()
 

Protected Member Functions

void DebugDrawPosition ()
 

Member Function Documentation

◆ AttachedOccupant()

proto external IEntity ExtBaseCompartmentSlot.AttachedOccupant ( )

◆ AttachTurret()

proto external void ExtBaseCompartmentSlot.AttachTurret ( TurretControllerComponent  turretController,
array< string >  aContextIDs 
)

◆ DebugDrawPosition()

void ExtBaseCompartmentSlot.DebugDrawPosition ( )
protected

Implemented in BaseCompartmentSlot.

◆ DetachTurret()

proto external void ExtBaseCompartmentSlot.DetachTurret ( )

◆ GetAddUserActions()

proto external int ExtBaseCompartmentSlot.GetAddUserActions ( out notnull array< CompartmentUserAction outAddUserActions)

◆ GetAutoConnectTurret()

proto external string ExtBaseCompartmentSlot.GetAutoConnectTurret ( )

◆ GetAvailableDoorIndices()

proto external int ExtBaseCompartmentSlot.GetAvailableDoorIndices ( out notnull array< int >  arr)

◆ GetCompartmentMgrID()

proto external int ExtBaseCompartmentSlot.GetCompartmentMgrID ( )

Returns the manager ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID.

◆ GetCompartmentSlotID()

proto external int ExtBaseCompartmentSlot.GetCompartmentSlotID ( )

Returns the slot ID of the compartment. To uniquely identify the compartment, use both GetCompartmentMgrID and GetCompartmentSlotID.

◆ GetCompartmentUniqueName()

proto external string ExtBaseCompartmentSlot.GetCompartmentUniqueName ( )

◆ GetController()

proto external BaseControllerComponent ExtBaseCompartmentSlot.GetController ( )

◆ GetForceFreeLook()

proto external bool ExtBaseCompartmentSlot.GetForceFreeLook ( )

◆ GetGetInAction()

proto external CompartmentUserAction ExtBaseCompartmentSlot.GetGetInAction ( )

◆ GetGetOutAction()

proto external CompartmentUserAction ExtBaseCompartmentSlot.GetGetOutAction ( )

◆ GetJumpOutAction()

proto external CompartmentUserAction ExtBaseCompartmentSlot.GetJumpOutAction ( )

◆ GetManager()

proto external BaseCompartmentManagerComponent ExtBaseCompartmentSlot.GetManager ( )

◆ GetMouseSteering()

proto external bool ExtBaseCompartmentSlot.GetMouseSteering ( )

◆ GetOccupant()

proto external IEntity ExtBaseCompartmentSlot.GetOccupant ( )

◆ GetOverridenEntryPointInfo()

proto external PointInfo ExtBaseCompartmentSlot.GetOverridenEntryPointInfo ( )

◆ GetOverridenExitPointInfo()

proto external PointInfo ExtBaseCompartmentSlot.GetOverridenExitPointInfo ( )

◆ GetOwner()

proto external IEntity ExtBaseCompartmentSlot.GetOwner ( )

◆ GetPassengerPointInfo()

proto external EntitySlotInfo ExtBaseCompartmentSlot.GetPassengerPointInfo ( )

◆ GetPosition()

proto external vector ExtBaseCompartmentSlot.GetPosition ( )

◆ GetSwitchSeatAction()

proto external CompartmentUserAction ExtBaseCompartmentSlot.GetSwitchSeatAction ( )

◆ GetType()

proto external ECompartmentType ExtBaseCompartmentSlot.GetType ( )

◆ GetUIInfo()

proto external UIInfo ExtBaseCompartmentSlot.GetUIInfo ( )

◆ IsAvailableFromDoor()

proto external bool ExtBaseCompartmentSlot.IsAvailableFromDoor ( int  doorIndex)

◆ IsGetInLocked()

proto external bool ExtBaseCompartmentSlot.IsGetInLocked ( )

Checks if getting in is locked by anybody.

Returns
True if any entity holds the lock (temporarily blocking other from entering)

◆ IsGetInLockedFor()

proto external bool ExtBaseCompartmentSlot.IsGetInLockedFor ( IEntity  entity)

Checks if getting in is impossible for a given entity.

Warning
Covers cases in MP where multiple players could request GetIn. The state is reset after getting in is finished (successfully or not).
Parameters
entityEntity we check the lock against
Returns
True if the entity doesn't hold the lock (can't enter)

◆ IsPiloting()

proto external bool ExtBaseCompartmentSlot.IsPiloting ( )

◆ IsReserved()

proto external bool ExtBaseCompartmentSlot.IsReserved ( )

◆ IsReservedBy()

proto external bool ExtBaseCompartmentSlot.IsReservedBy ( IEntity  ent)

◆ PickDoorIndexForPoint()

proto external int ExtBaseCompartmentSlot.PickDoorIndexForPoint ( vector  point)

◆ SetAutoConnectTurret()

proto external void ExtBaseCompartmentSlot.SetAutoConnectTurret ( string  name,
array< string >  aContextIDs 
)

◆ SetCharacterIsStrappedIn()

proto external void ExtBaseCompartmentSlot.SetCharacterIsStrappedIn ( bool  val)

◆ SetReserved()

proto external void ExtBaseCompartmentSlot.SetReserved ( IEntity  ent)

◆ ShouldCharactersFallOutWhenFlipped()

proto external bool ExtBaseCompartmentSlot.ShouldCharactersFallOutWhenFlipped ( )

◆ ShouldEjectUnconsciousDeadCharacters()

proto external bool ExtBaseCompartmentSlot.ShouldEjectUnconsciousDeadCharacters ( )

◆ ShouldSkipCharacterDoorAnimationsFromSeat()

proto external bool ExtBaseCompartmentSlot.ShouldSkipCharacterDoorAnimationsFromSeat ( )

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