Arma Reforger Script API
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SCR_CharacterControllerComponent Member List

This is the complete list of members for SCR_CharacterControllerComponent, including all inherited members.

ActionDropItem(float value=0.0, EActionTrigger trigger=0)SCR_CharacterControllerComponent
ActionNextWeapon(float value=0.0, EActionTrigger trigger=0)SCR_CharacterControllerComponent
ActionUnequipItem(float value=0.0, EActionTrigger trigger=0)SCR_CharacterControllerComponent
ActionWeaponBipod(float value=0.0, EActionTrigger trigger=0)SCR_CharacterControllerComponent
ActionWeaponLowReady(float value=0.0, EActionTrigger trigger=0)SCR_CharacterControllerComponent
ActionWeaponRaised(float value=0.0, EActionTrigger trigger=0)SCR_CharacterControllerComponent
AlignToPositionFromCurrentPosition(vector targetPosition[4], float toleranceXZ=0.01, float toleranceY=0.01)SCR_CharacterControllerComponentprotected
CanChangeStance(int stance)CharacterControllerComponent
CanDeployWeapon()CharacterControllerComponent
CanEngageChangeItem()CharacterControllerComponent
CanEnterUnconsciousness()CharacterControllerComponent
CanEquipGadget(IEntity gadget)CharacterControllerComponent
CanFire()CharacterControllerComponent
CanGetOutVehicleScript()CharacterControllerComponent
CanInspect(IEntity targetItem)CharacterControllerComponent
CanInteract()SCR_CharacterControllerComponent
CanJumpOutVehicleScript()CharacterControllerComponent
CanMove()BaseControllerComponent
CanPartialLower()CharacterControllerComponent
CanPlayItemGesture()CharacterControllerComponent
CanReviveCharacter()CharacterControllerComponent
CanRoll(int val)CharacterControllerComponent
CanSetDynamicStance(float value)CharacterControllerComponent
CanUseItem()CharacterControllerComponent
CanUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false)CharacterControllerComponent
ComputeHitReaction(float damageValue, EDamageType damageType)SCR_CharacterControllerComponentprotected
DropItemFromLeftHand()CharacterControllerComponent
DropWeapon(WeaponSlotComponent weaponSlot)CharacterControllerComponent
EnableHoldInputForRoll(bool enable)CharacterControllerComponent
EnableReviveCharacter(bool enabled)CharacterControllerComponent
ForceDeath()CharacterControllerComponent
ForceStance(int stance)CharacterControllerComponent
ForceStanceUp(int stance)CharacterControllerComponent
GetADSTime()CharacterControllerComponent
GetAIControlComponent()CharacterControllerComponent
GetAimingComponent()CharacterControllerComponent
GetAimingSensitivity(out float mouse, out float gamepad, out float ads)CharacterControllerComponentstatic
GetAnimationComponent()CharacterControllerComponent
GetAttachedGadgetAtLeftHandSlot()CharacterControllerComponent
GetCameraHandlerComponent()CharacterControllerComponent
GetCameraWeaponOffset()CharacterControllerComponent
GetCanEquipGadget(IEntity gadget)SCR_CharacterControllerComponent
GetCanFireWeapon()CharacterControllerComponent
GetCanMeleeAttack()SCR_CharacterControllerComponent
GetCanThrow()CharacterControllerComponent
GetCharacter()CharacterControllerComponent
GetCurrentItemInHands()CharacterControllerComponent
GetCurrentLeanAmount()CharacterControllerComponent
GetCurrentMovementPhase()CharacterControllerComponent
GetDisableMovementControls()CharacterControllerComponent
GetDisableViewControls()CharacterControllerComponent
GetDisableWeaponControls()CharacterControllerComponent
GetDrowningTime()SCR_CharacterControllerComponent
GetDynamicSpeed()CharacterControllerComponent
GetDynamicStance()CharacterControllerComponent
GetFOVInputCurve(out float mouse, out float gamepad, out float gyro)CharacterControllerComponentstatic
GetFreeLookController()CharacterControllerComponent
GetFreeLookInput()CharacterControllerComponent
GetFreeLookMouse()CharacterControllerComponent
GetGamepadControlAircraft()CharacterControllerComponentstatic
GetGyroControl(out bool always, out bool freelook, out bool ads)CharacterControllerComponentstatic
GetGyroSensitivity(out float yaw, out float pitch, out float roll)CharacterControllerComponentstatic
GetHeadAimingComponent()CharacterControllerComponent
GetInputContext()CharacterControllerComponent
GetInspect()CharacterControllerComponent
GetInspectCurrentWeapon()CharacterControllerComponent
GetInspectEntity()CharacterControllerComponent
GetInspectState()CharacterControllerComponent
GetInspectTargetLookAt(out vector targetAngles)SCR_CharacterControllerComponentprotected
GetInventoryStorageManager()CharacterControllerComponent
GetIsSprintingToggle()CharacterControllerComponent
GetIsWeaponDeployed()CharacterControllerComponent
GetIsWeaponDeployedBipod()CharacterControllerComponent
GetJumpSpeed()CharacterControllerComponent
GetLastStanceChangeDelay()CharacterControllerComponent
GetLeaning()CharacterControllerComponent
GetLeftHandPointInfo()CharacterControllerComponent
GetLifeState()CharacterControllerComponent
GetMeleeAttackInput()CharacterControllerComponent
GetMouseControlAircraft()CharacterControllerComponentstatic
GetMovementDirWorld()CharacterControllerComponent
GetMovementInput()CharacterControllerComponent
GetMovementSpeed()CharacterControllerComponent
GetMovementVelocity()CharacterControllerComponent
GetObstructionAlpha()CharacterControllerComponent
GetOnAnimationEvent()SCR_CharacterControllerComponent
GetOnPlayerDeath()SCR_CharacterControllerComponent
GetOnPlayerDeathWithParam()SCR_CharacterControllerComponent
GetOwner()BaseControllerComponent
GetPositionInView(vector pos, float angMax)CharacterControllerComponent
GetRightHandItem()CharacterControllerComponent
GetRightHandPointInfo()CharacterControllerComponent
GetScrInputContext()SCR_CharacterControllerComponent
GetSightsFOVInfo()SCR_CharacterControllerComponent
GetStamina()CharacterControllerComponent
GetStaminaComponent()CharacterControllerComponent
GetStance()CharacterControllerComponent
GetStanceChangeDelayTime()CharacterControllerComponent
GetTrackIRFreelookEnable()CharacterControllerComponentstatic
GetTrackIRFreelookSensitivity()CharacterControllerComponentstatic
GetTrackIRLeaningActiveYawRange()CharacterControllerComponentstatic
GetTrackIRLeaningDeadzone()CharacterControllerComponentstatic
GetTrackIRLeaningEnable()CharacterControllerComponentstatic
GetTrackIRLeaningSensitivity()CharacterControllerComponentstatic
GetVehicleRagdollSpeed()CharacterControllerComponent
GetVehicleRagdollSpeedMsSq()CharacterControllerComponent
GetVelocity()CharacterControllerComponent
GetVONComponent()CharacterControllerComponent
GetWantedLeaning()CharacterControllerComponent
GetWeaponADSInput()CharacterControllerComponent
GetWeaponManagerComponent()CharacterControllerComponent
GetWeaponModifiers(float baseScale, float moveScale, out vector scaleA, out vector scaleB)CharacterControllerComponent
GetWeaponObstructedState()CharacterControllerComponent
IsAdjustingLeaning()CharacterControllerComponent
IsAligningBeforeLoiter()SCR_CharacterControllerComponent
IsChangingFireMode()CharacterControllerComponent
IsChangingItem()CharacterControllerComponent
IsChangingStance()CharacterControllerComponent
IsCharacterDrowning()SCR_CharacterControllerComponent
IsCharacterStationary()CharacterControllerComponent
IsClimbing()CharacterControllerComponent
IsDead()CharacterControllerComponent
IsFalling()CharacterControllerComponent
IsFocusMode()CharacterControllerComponent
IsFreeLookEnabled()CharacterControllerComponent
IsFreeLookEnforced()CharacterControllerComponent
IsFreeLookForced()CharacterControllerComponent
IsGadgetInHands()CharacterControllerComponent
IsGadgetRaisedModeWanted()CharacterControllerComponent
IsInThirdPersonView()CharacterControllerComponent
IsLeaning()CharacterControllerComponent
IsLoitering()SCR_CharacterControllerComponent
IsMeleeAttack()CharacterControllerComponent
IsPartiallyLowered()CharacterControllerComponent
IsPlayerControlled()CharacterControllerComponent
IsPlayingGesture()CharacterControllerComponent
IsPlayingItemGesture()CharacterControllerComponent
IsReloading()CharacterControllerComponent
IsRoll()CharacterControllerComponent
IsSprinting()CharacterControllerComponent
IsSwimming()CharacterControllerComponent
IsTrackIREnabled()CharacterControllerComponent
IsUnconscious()CharacterControllerComponent
IsUsingItem()CharacterControllerComponent
IsWeaponADS()CharacterControllerComponent
IsWeaponRaised()CharacterControllerComponent
m_bCharacterIsDrowningSCR_CharacterControllerComponentprotected
m_bInspectionFocusSCR_CharacterControllerComponentprotected
m_bOverrideActionsSCR_CharacterControllerComponentprotected
m_CameraHandlerSCR_CharacterControllerComponentprotected
m_fAnimatedHitReactionThresholdSCR_CharacterControllerComponentprotected
m_fDrowningDurationSCR_CharacterControllerComponentprotected
m_fDrowningTimeSCR_CharacterControllerComponentprotected
m_iTargetContextSCR_CharacterControllerComponentprotected
m_MeleeComponentSCR_CharacterControllerComponentprotected
m_OnAnimationEventSCR_CharacterControllerComponentprotected
m_OnControlledByPlayerSCR_CharacterControllerComponent
m_OnGadgetFocusStateChangedInvokerSCR_CharacterControllerComponent
m_OnGadgetStateChangedInvokerSCR_CharacterControllerComponent
m_OnItemUseBeganInvokerSCR_CharacterControllerComponent
m_OnItemUseEndedInvokerSCR_CharacterControllerComponent
m_OnItemUseFinishedInvokerSCR_CharacterControllerComponent
m_OnLifeStateChangedSCR_CharacterControllerComponent
m_OnPlayerDeathSCR_CharacterControllerComponent
m_OnPlayerDeathWithParamSCR_CharacterControllerComponent
m_OnPlayerDrowningSCR_CharacterControllerComponent
m_OnPlayerStopDrowningSCR_CharacterControllerComponent
m_pScrInputContextSCR_CharacterControllerComponentprotected
OnAnimationEvent(AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd)SCR_CharacterControllerComponentprotected
OnApplyControls(IEntity owner, float timeSlice)SCR_CharacterControllerComponentprotected
OnConsciousnessChanged(bool conscious)SCR_CharacterControllerComponent
OnControlledByPlayer(IEntity owner, bool controlled)SCR_CharacterControllerComponentprotected
OnDeath(IEntity instigatorEntity, notnull Instigator instigator)SCR_CharacterControllerComponent
OnDiag(IEntity owner, float timeslice)CharacterControllerComponentprotected
OnGadgetFocusStateChanged(IEntity gadget, bool isFocused)SCR_CharacterControllerComponent
OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround)SCR_CharacterControllerComponent
OnInit(IEntity owner)SCR_CharacterControllerComponent
OnInspectionModeChanged(bool newState)SCR_CharacterControllerComponentprotected
OnItemDroppedFromLeftHand(IEntity pItemEntity)CharacterControllerComponentprotected
OnItemUseBegan(ItemUseParameters itemUseParams)SCR_CharacterControllerComponent
OnItemUseEnded(ItemUseParameters itemUseParams, bool successful)SCR_CharacterControllerComponent
OnLifeStateChanged(ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)SCR_CharacterControllerComponent
OnMeleeDamage(bool started)SCR_CharacterControllerComponent
OnPerformAction()SCR_CharacterControllerComponent
OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player)SCR_CharacterControllerComponent
OnReloaded(IEntity owner, BaseWeaponComponent weapon)CharacterControllerComponentprotected
OnTicksOnRemoteProxy()GameComponent
OnWeaponDropped(IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot)CharacterControllerComponentprotected
Ragdoll(bool broadcast=true)CharacterControllerComponent
RecoverHiddenGadget(bool respectSettings, bool skipAnims)CharacterControllerComponent
ReloadWeapon()CharacterControllerComponent
ReloadWeaponWith(IEntity ammunitionEntity, bool bForceDetach=false)CharacterControllerComponent
RemoveGadgetFromHand(bool skipAnimations=false)CharacterControllerComponent
RequestActionByID(int actionID, float value)CharacterControllerComponent
ResetPersistentStates(bool resetADSState=true, bool resetGadgetState=true)CharacterControllerComponent
Rpc_StartLoitering_BCNO(int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData)SCR_CharacterControllerComponentprotected
Rpc_StartLoitering_S(int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData)SCR_CharacterControllerComponentprotected
RPC_StopLoitering_S(bool terminateFast)SCR_CharacterControllerComponent
s_aHitReactionDamageTypesSCR_CharacterControllerComponentprotectedstatic
SCR_CharacterControllerComponent(IEntityComponentSource src, IEntity ent, IEntity parent)SCR_CharacterControllerComponent
SCR_GetDisableMovementControls()SCR_CharacterControllerComponent
SCR_GetDisableViewControls()CharacterControllerComponent
SCR_OnDisabledJumpAction()SCR_CharacterControllerComponent
SelectWeapon(BaseWeaponComponent newWeapon)CharacterControllerComponent
SetAimingSensitivity(float mouse, float gamepad, float ads)CharacterControllerComponentstatic
SetBanking(float val)CharacterControllerComponent
SetCanMove(bool canMove)BaseControllerComponent
SetDisableMovementControls(bool other)CharacterControllerComponent
SetDisableViewControls(bool other)CharacterControllerComponent
SetDisableWeaponControls(bool other)CharacterControllerComponent
SetDynamicSpeed(float value)CharacterControllerComponent
SetDynamicStance(float value)CharacterControllerComponent
SetFireMode(int index)CharacterControllerComponent
SetFireWeaponWanted(bool val)CharacterControllerComponent
SetForcedFreeLook(bool enabled)CharacterControllerComponent
SetFOVInputCurve(float mouse, float gamepad, float gyro)CharacterControllerComponentstatic
SetFreeLook(bool input, bool mouse, bool controller)CharacterControllerComponent
SetGadgetRaisedModeWanted(bool newRaised)CharacterControllerComponent
SetGamepadControlAircraft(bool enable)CharacterControllerComponentstatic
SetGyroControl(bool always, bool freelook, bool ads)CharacterControllerComponentstatic
SetGyroSensitivity(float yaw, float pitch, float roll)CharacterControllerComponentstatic
SetHeadingAngle(float newHeadingAngle, bool adjustAimingYaw=false)CharacterControllerComponent
SetInspect(IEntity targetItem)CharacterControllerComponent
SetInspectState(int state)CharacterControllerComponent
SetInThirdPersonView(bool state)CharacterControllerComponent
SetJump(float val)CharacterControllerComponent
SetMeleeAttack(bool val)CharacterControllerComponent
SetMouseControlAircraft(bool enable)CharacterControllerComponentstatic
SetMovement(float movementSpeed, vector movementDirModel)CharacterControllerComponent
SetMovementDirWorld(vector movementDirWorld)CharacterControllerComponent
SetMuzzle(int index)CharacterControllerComponent
SetNextSights(int direction=1)SCR_CharacterControllerComponent
SetNextSightsFOVInfo(int direction=1, bool allowCycling=false)SCR_CharacterControllerComponent
SetPartialLower(bool state)CharacterControllerComponent
SetRoll(int val)CharacterControllerComponent
SetSafety(bool safety, bool automatic)CharacterControllerComponent
SetShouldApplyDynamicSpeedOverride(bool shouldApply)CharacterControllerComponent
SetSightsRange(int index)CharacterControllerComponent
SetStanceChange(int stance)CharacterControllerComponent
SetStickyADS(bool enable)CharacterControllerComponentstatic
SetStickyGadget(bool enable)CharacterControllerComponentstatic
SetThrow(bool val, bool cancelThrow)CharacterControllerComponent
SetTrackIRFreelookEnable(bool enable)CharacterControllerComponentstatic
SetTrackIRFreelookSensitivity(float sensitivity)CharacterControllerComponentstatic
SetTrackIRLeaningActiveYawRange(float range)CharacterControllerComponentstatic
SetTrackIRLeaningDeadzone(float deadzone)CharacterControllerComponentstatic
SetTrackIRLeaningEnable(bool enable)CharacterControllerComponentstatic
SetTrackIRLeaningSensitivity(float sensitivity)CharacterControllerComponentstatic
SetUnconscious(bool enabled)CharacterControllerComponent
SetWantedLeaning(float val)CharacterControllerComponent
SetWeaponADS(bool val)CharacterControllerComponent
SetWeaponADSInput(bool val)CharacterControllerComponent
SetWeaponNoFireTime(float t)CharacterControllerComponent
SetWeaponRaised(bool val)CharacterControllerComponent
ShouldAligningAdjustAimingAngles()SCR_CharacterControllerComponent
ShouldGadgetBeDropped(IEntity gadget)CharacterControllerComponent
ShouldHoldInputForRoll()CharacterControllerComponent
StartLoitering(int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4]={ "1 0 0", "0 1 0", "0 0 1", "0 0 0" }, bool disableInput=false, SCR_LoiterCustomAnimData customAnimData=SCR_LoiterCustomAnimData.Default)SCR_CharacterControllerComponent
StopCharacterGesture()CharacterControllerComponent
StopDeployment()CharacterControllerComponent
StopLoitering(bool terminateFast)SCR_CharacterControllerComponent
TakeGadgetInLeftHand(IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false)CharacterControllerComponent
TryEquipRightHandItem(IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null)CharacterControllerComponent
TryPlayItemGesture(EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="")CharacterControllerComponent
TryRecoverLastRightHandItem(bool swap=false, BaseUserAction callbackAction=null)CharacterControllerComponent
TryStartCharacterGesture(int gesture, int durationMS=0)CharacterControllerComponent
TryStartLoiteringInternal()SCR_CharacterControllerComponentprotected
TryUseBandage(IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true)CharacterControllerComponent
TryUseItem(IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false)CharacterControllerComponent
TryUseItemOverrideParams(notnull ItemUseParameters params)CharacterControllerComponent
TryUseLadder(IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0)CharacterControllerComponent
UpdateDrowning(float timeSlice, vector waterLevel)SCR_CharacterControllerComponentprotected
ValidateCanMove()BaseControllerComponent
~SCR_CharacterControllerComponent()SCR_CharacterControllerComponent