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

void SCR_CharacterCommandFly (BaseAnimPhysComponent pAnimPhysComponent, SCR_CharacterCommandSwimST pTable, ChimeraCharacter pCharacter, CharacterControllerComponent pController)
 
override void OnActivate ()
 virtual to be overridden called when command starts
 
override void OnDeactivate ()
 called when command ends
 
override void PreAnimUpdate (float pDt)
 override this ! called before any animation is processed here change animation values, add animation commands

 
override void PrePhysUpdate (float pDt)
 called to change local translations / rotations called to get events / tags from animation graph processing

 
override bool PostPhysUpdate (float pDt)
 override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
 
- Public Member Functions inherited from AnimPhysCommandScripted
void OnActivate ()
 virtual to be overridden called when command starts
 
void OnDeactivate ()
 called when command ends
 
proto native bool IsFlagAutoDelete ()
 autodelete flag (when set, agent will delete the command after returning PreAnimUpdate or PostPhysicsUpdate automaticaly) usable for additive commands
 
proto native void SetFlagAutoDelete (bool pV)
 
proto native void SetFlagFinished (bool pFinished)
 this terminates human command script and shows CommandHandler( ... pCurrentCommandFinished == true );
 
proto native bool IsFlagFinished ()
 
void PreAnimUpdate (float pDt)
 override this ! called before any animation is processed here change animation values, add animation commands

 
proto native void PreAnim_CallCommand (int pCommand, int pParamInt, float pParamFloat)
 
proto native void PreAnim_CallCommand4I (int pCommand, int pParamInt1, int pParamInt2, int pParamInt3, int pParamInt4, float pParamFloat)
 
proto native void PreAnim_SetFloat (int pVar, float pFlt)
 
proto native void PreAnim_SetInt (int pVar, int pInt)
 
proto native void PreAnim_SetBool (int pVar, bool pBool)
 
void PrePhysUpdate (float pDt)
 override this ! after animation is processed, before physics is processed
 
proto native bool PrePhys_IsEvent (int pEvent)
 script function usable in PrePhysUpdate
 
proto native bool PrePhys_IsTag (int pTag)
 
proto bool PrePhys_GetPredictionEval (int pPrediction, out int pGlobalBoneIndex, out bool pIsTranslation, out bool pIsRotation, out vector pOutTransl, out float pOutRot[4], out float pTimeToPrediction, out float pNormTimeInAnims)
 
proto native bool PrePhys_GetTranslation (out vector pOutTransl)
 
proto native bool PrePhys_GetRotation (out float pOutRot[4])
 
proto native void PrePhys_SetTranslation (vector pInTransl)
 
proto native void PrePhys_SetRotation (float pInRot[4])
 
bool PostPhysUpdate (float pDt)
 override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))
 
proto native void PostPhys_GetPosition (out vector pOutTransl)
 script function usable in PostPhysUpdate
 
proto native void PostPhys_GetRotation (out float pOutRot[4])
 
proto native void PostPhys_SetPosition (vector pInTransl)
 
proto native void PostPhys_SetRotation (float pInRot[4])
 
proto native void PostPhys_LockRotation ()
 

Public Attributes

ChimeraCharacter m_pCharacter
 
CharacterControllerComponent m_pController
 
CharacterInputContext m_Input
 
CharacterAnimationComponent m_AnimationComponent
 
SCR_CharacterCommandSwimST m_Table
 
float m_fTime
 
bool m_bNeedFinish
 
float m_fSpeedX
 
float m_fSpeedY
 x speed
 
float m_fSpeedZ
 x speed
 
float m_fSpeedXV
 x speed
 
float m_fSpeedYV
 filter value
 
float m_fSpeedZV
 filter value
 
float m_fMovementSpeed = 25
 filter value
 
float m_fMovementSpeedFltTime = 0.3
 
float m_fMovementSpeedFltMaxChange = 100
 
bool moveUp = false
 state
 

Additional Inherited Members

- Protected Member Functions inherited from ScriptedCommand
void ScriptedCommand (BaseAnimPhysComponent pAnimPhysComponent)
 
- Protected Member Functions inherited from AnimPhysCommandScripted
void AnimPhysCommandScripted ()
 constructor is protected - we don't wnat instances of this "abstract" class
 

Constructor & Destructor Documentation

◆ SCR_CharacterCommandFly()

void SCR_CharacterCommandFly.SCR_CharacterCommandFly ( BaseAnimPhysComponent  pAnimPhysComponent,
SCR_CharacterCommandSwimST  pTable,
ChimeraCharacter  pCharacter,
CharacterControllerComponent  pController 
)

Member Function Documentation

◆ OnActivate()

override void SCR_CharacterCommandFly.OnActivate ( )

virtual to be overridden called when command starts

Implements AnimPhysCommandScripted.

◆ OnDeactivate()

override void SCR_CharacterCommandFly.OnDeactivate ( )

called when command ends

Implements AnimPhysCommandScripted.

◆ PostPhysUpdate()

override bool SCR_CharacterCommandFly.PostPhysUpdate ( float  pDt)

override this ! final adjustment of physics state (after physics was applied) returns true if command continues running / false if command should end (or you can use SetFlagFinished(true))

Implements AnimPhysCommandScripted.

◆ PreAnimUpdate()

override void SCR_CharacterCommandFly.PreAnimUpdate ( float  pDt)

override this ! called before any animation is processed here change animation values, add animation commands

Implements AnimPhysCommandScripted.

◆ PrePhysUpdate()

override void SCR_CharacterCommandFly.PrePhysUpdate ( float  pDt)

called to change local translations / rotations called to get events / tags from animation graph processing

Implements AnimPhysCommandScripted.

Member Data Documentation

◆ m_AnimationComponent

CharacterAnimationComponent SCR_CharacterCommandFly.m_AnimationComponent

◆ m_bNeedFinish

bool SCR_CharacterCommandFly.m_bNeedFinish

◆ m_fMovementSpeed

float SCR_CharacterCommandFly.m_fMovementSpeed = 25

filter value

settings

◆ m_fMovementSpeedFltMaxChange

float SCR_CharacterCommandFly.m_fMovementSpeedFltMaxChange = 100

◆ m_fMovementSpeedFltTime

float SCR_CharacterCommandFly.m_fMovementSpeedFltTime = 0.3

◆ m_fSpeedX

float SCR_CharacterCommandFly.m_fSpeedX

◆ m_fSpeedXV

float SCR_CharacterCommandFly.m_fSpeedXV

x speed

◆ m_fSpeedY

float SCR_CharacterCommandFly.m_fSpeedY

x speed

◆ m_fSpeedYV

float SCR_CharacterCommandFly.m_fSpeedYV

filter value

◆ m_fSpeedZ

float SCR_CharacterCommandFly.m_fSpeedZ

x speed

◆ m_fSpeedZV

float SCR_CharacterCommandFly.m_fSpeedZV

filter value

◆ m_fTime

float SCR_CharacterCommandFly.m_fTime

◆ m_Input

CharacterInputContext SCR_CharacterCommandFly.m_Input

◆ m_pCharacter

ChimeraCharacter SCR_CharacterCommandFly.m_pCharacter

◆ m_pController

CharacterControllerComponent SCR_CharacterCommandFly.m_pController

◆ m_Table

SCR_CharacterCommandSwimST SCR_CharacterCommandFly.m_Table

◆ moveUp

bool SCR_CharacterCommandFly.moveUp = false

state


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