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

void SCR_CharacterCommandLoiter (BaseAnimPhysComponent pAnimPhysComponent, ChimeraCharacter pCharacter, CharacterInputContext pBaseInputCtx, SCR_ScriptedCharacterInputContext pScrInputCtx, SCR_ScriptedCommandsStaticTable pStaticTable, SCR_CharacterCommandHandlerComponent pScrCommandHandler, SCR_LoiterCustomAnimData customAnimData)
 
override void OnActivate ()
 virtual to be overridden called when command starts
 
override void OnDeactivate ()
 called when command ends
 
override void OnPossess ()
 
override bool IsRootMotionControlled ()
 
override void PrePhysUpdate (float pDt)
 override this ! after animation is processed, before physics is processed
 
void SwitchState (ELoiterCommandState newState)
 
void StopLoitering (bool terminateFast)
 
void FinishLoiter ()
 
- Public Member Functions inherited from CharacterCommandScripted
bool ShouldForceFreeLook ()
 
bool IsRootMotionControlled ()
 
void UpdateTransformNoRootMotion (out vector transform[4], float dt)
 
bool TerminateCommand ()
 
void OnPossess ()
 
- 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)
 
proto native void PreAnim_SetAttachment (string bindingName, string animGraphResourceName, string animInstanceResourceName, string startingNodeName)
 
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 ()
 

Protected Attributes

CharacterAnimationComponent m_pCharAnimComponent
 
ChimeraCharacter m_pCharacter
 
CharacterInputContext m_pBaseInputCtx
 
SCR_ScriptedCharacterInputContext m_pScrInputCtx
 
SCR_ScriptedCommandsStaticTable m_pStaticTable
 
SCR_CharacterCommandHandlerComponent m_pCommandHandler
 
SCR_LoiterCustomAnimData m_customAnimData
 
ELoiterCommandState m_eState
 
bool m_bWasTag
 

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_CharacterCommandLoiter()

void SCR_CharacterCommandLoiter.SCR_CharacterCommandLoiter ( BaseAnimPhysComponent  pAnimPhysComponent,
ChimeraCharacter  pCharacter,
CharacterInputContext  pBaseInputCtx,
SCR_ScriptedCharacterInputContext  pScrInputCtx,
SCR_ScriptedCommandsStaticTable  pStaticTable,
SCR_CharacterCommandHandlerComponent  pScrCommandHandler,
SCR_LoiterCustomAnimData  customAnimData 
)

Member Function Documentation

◆ FinishLoiter()

void SCR_CharacterCommandLoiter.FinishLoiter ( )

◆ IsRootMotionControlled()

override bool SCR_CharacterCommandLoiter.IsRootMotionControlled ( )

◆ OnActivate()

override void SCR_CharacterCommandLoiter.OnActivate ( )

virtual to be overridden called when command starts

Implements AnimPhysCommandScripted.

◆ OnDeactivate()

override void SCR_CharacterCommandLoiter.OnDeactivate ( )

called when command ends

Implements AnimPhysCommandScripted.

◆ OnPossess()

override void SCR_CharacterCommandLoiter.OnPossess ( )

◆ PrePhysUpdate()

override void SCR_CharacterCommandLoiter.PrePhysUpdate ( float  pDt)

override this ! after animation is processed, before physics is processed

Implements AnimPhysCommandScripted.

◆ StopLoitering()

void SCR_CharacterCommandLoiter.StopLoitering ( bool  terminateFast)
Parameters
terminateFastshould be true when going into alerted or combat state.

◆ SwitchState()

void SCR_CharacterCommandLoiter.SwitchState ( ELoiterCommandState  newState)
Parameters
newState

Member Data Documentation

◆ m_bWasTag

bool SCR_CharacterCommandLoiter.m_bWasTag
protected

◆ m_customAnimData

SCR_LoiterCustomAnimData SCR_CharacterCommandLoiter.m_customAnimData
protected

◆ m_eState

ELoiterCommandState SCR_CharacterCommandLoiter.m_eState
protected

◆ m_pBaseInputCtx

CharacterInputContext SCR_CharacterCommandLoiter.m_pBaseInputCtx
protected

◆ m_pCharacter

ChimeraCharacter SCR_CharacterCommandLoiter.m_pCharacter
protected

◆ m_pCharAnimComponent

CharacterAnimationComponent SCR_CharacterCommandLoiter.m_pCharAnimComponent
protected

◆ m_pCommandHandler

SCR_CharacterCommandHandlerComponent SCR_CharacterCommandLoiter.m_pCommandHandler
protected

◆ m_pScrInputCtx

SCR_ScriptedCharacterInputContext SCR_CharacterCommandLoiter.m_pScrInputCtx
protected

◆ m_pStaticTable

SCR_ScriptedCommandsStaticTable SCR_CharacterCommandLoiter.m_pStaticTable
protected

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