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Arma Reforger Script API
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Public Member Functions | |
| bool | CanInteract () |
| Get the interaction status of the character. | |
| override void | OnConsciousnessChanged (bool conscious) |
| Will be called when the consciousness of the character changes. | |
| override bool | CanJumpClimb () |
| This is called when a climb or jump is requested by input. | |
| ScriptInvoker | GetOnAnimationEvent () |
| override void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
| Will be called when gadget taken/removed from hand. | |
| override void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
| Will be called when gadget fully transitioned to or canceled focus mode. | |
| ScriptInvokerVoid | GetOnWeaponRaisingStarted () |
| ScriptInvokerVoid | GetOnWeaponRaisingFinished () |
| ScriptInvokerVoid | GetOnWeaponLoweringStarted () |
| ScriptInvokerVoid | GetOnWeaponLoweringFinished () |
| override void | OnWeaponRaisingStarted () |
| Will be called when weapon raising started. | |
| override void | OnWeaponRaisingFinished () |
| Will be called when weapon raising finished. | |
| override void | OnWeaponLoweringStarted () |
| Will be called when weapon lowering started. | |
| override void | OnWeaponLoweringFinished () |
| Will be called when weapon lowering finished. | |
| override void | OnItemUseBegan (ItemUseParameters itemUseParams) |
| Will be called when item use action is started. | |
| override void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
| Will be called when item use action is complete. | |
| override void | OnMeleeDamage (bool started) |
| Handling of melee events. Sends true if melee started, false, when melee ends. | |
| ScriptInvokerVoid | GetOnPlayerDeath () |
| OnPlayerDeathWithParamInvoker | GetOnPlayerDeathWithParam () |
| override void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
| Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. | |
| override void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState, bool isJIP) |
| Will be called when the life state of the character changes. | |
| override bool | ShouldGadgetBeDropped (IEntity gadget) |
| IEntity | GetItemInHandSlot () |
| Return item currently stored in the hand slot. | |
| void | SetShellConfig (notnull SCR_ShellConfig config) |
| Saves new or updates existing shell config with provided data. | |
| SCR_ShellConfig | GetSavedShellConfig (notnull EntityPrefabData shellPrefab) |
| void | SyncShellChargeRingConfig (notnull SCR_MortarShellGadgetComponent shellComp, int configId) |
| Method called by the owner of this controller for synchronizing the charge ring config. | |
| void | ReplicateTurretFireModeChange (SCR_EFireModeChange change, int newValue, RplId turretRplId) |
| Method for proxy in order to ask the authority to sync the change that he requested for currently used turret weapon system. | |
| void | ReplicateHelicopterSightState (bool newState, RplId sightId) |
| Method for proxy in order to ask the authority to sync the state of the helicopter collimator sight with other clients. | |
| override bool | GetCanMeleeAttack () |
| override bool | GetCanEquipGadget (IEntity gadget) |
| override bool | OnPerformAction () |
| Override to handle what happens after pressing F button. | |
| override void | OnInit (IEntity owner) |
| Called during EOnInit. | |
| override bool | IsUsingBinoculars () |
| float | GetDrowningTime () |
| bool | IsCharacterDrowning () |
| override bool | ShouldAligningAdjustAimingAngles () |
| bool | IsAligningBeforeLoiter () |
| override bool | SCR_GetDisableMovementControls () |
| override void | SCR_OnDisabledJumpAction () |
| override void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
| void | SCR_CharacterControllerComponent (IEntityComponentSource src, IEntity ent, IEntity parent) |
| void | ~SCR_CharacterControllerComponent () |
| void | SetNextSightsFOVInfo (int direction=1, bool allowCycling=false) |
| If a weapon with sights is equipped, advances to desired sights FOV info. | |
| void | SetNextSights (int direction=1) |
| If a weapon with multiple sights is equipped, switch the next or previous sights on the weapon (if any) | |
| SightsFOVInfo | GetSightsFOVInfo () |
| void | ActionNextWeapon (float value=0.0, EActionTrigger trigger=0) |
| Alternate between primary weapons. | |
| void | ActionUnequipItem (float value=0.0, EActionTrigger trigger=0) |
| Put current item away to inventory/back. | |
| void | ActionDropItem (float value=0.0, EActionTrigger trigger=0) |
| Drop current item on ground. | |
| void | ActionWeaponLowReady (float value=0.0, EActionTrigger trigger=0) |
| void | ActionWeaponRaised (float value=0.0, EActionTrigger trigger=0) |
| void | ActionWeaponBipod (float value=0.0, EActionTrigger trigger=0) |
| SCR_ScriptedCharacterInputContext | GetScrInputContext () |
| void | 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) |
| void | RPC_StopLoitering_S (bool terminateFast) |
| void | StopLoitering (bool terminateFast) |
| bool | IsLoitering () |
Public Member Functions inherited from CharacterControllerComponent | |
| proto external CharacterAimingComponent | GetAimingComponent () |
| proto external CharacterHeadAimingComponent | GetHeadAimingComponent () |
| proto external CharacterAnimationComponent | GetAnimationComponent () |
| proto external BaseWeaponManagerComponent | GetWeaponManagerComponent () |
| proto external CameraHandlerComponent | GetCameraHandlerComponent () |
| proto external InventoryStorageManagerComponent | GetInventoryStorageManager () |
| proto external VoNComponent | GetVONComponent () |
| proto external AIControlComponent | GetAIControlComponent () |
| proto external EntitySlotInfo | GetRightHandPointInfo () |
| proto external EntitySlotInfo | GetLeftHandPointInfo () |
| proto external CharacterInputContext | GetInputContext () |
| proto external float | GetMovementSpeed () |
| proto external void | SetMovement (float movementSpeed, vector movementDirModel) |
| Update animation about state of movement, define speed and direction in local space of character. | |
| proto external void | SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false) |
| proto external ECharacterStance | GetStance () |
| Returns the current stance of the character. | |
| proto external SCR_ChimeraCharacter | GetCharacter () |
| Returns the current controlled character. | |
| proto external void | SetFireWeaponWanted (bool val) |
| Set wanted input action values. | |
| proto external void | SetThrow (bool val, bool cancelThrow) |
| Set wanted input action values. | |
| proto external void | SetMovementDirWorld (vector movementDirWorld) |
| Update simulation state with difference of world position. | |
| proto external vector | GetMovementDirWorld () |
| proto external void | SetWeaponRaised (bool val) |
| Set the current weapon-raised state. | |
| proto external void | SetWeaponADS (bool val) |
| Set the current weapon ADS state. | |
| proto external void | SetFreeLook (bool input, bool mouse, bool controller) |
| proto external bool | GetFreeLookInput () |
| proto external bool | GetFreeLookMouse () |
| proto external bool | GetFreeLookController () |
| proto external void | SetForcedFreeLook (bool enabled) |
| Force character to stay in freelook. | |
| proto external bool | IsFreeLookForced () |
| proto external void | ResetPersistentStates (bool resetADSState=true, bool resetGadgetState=true) |
| proto external void | SetDynamicSpeed (float value) |
| Sets dynamic speed of this character. | |
| proto external float | GetDynamicSpeed () |
| Returns dynamic speed value. | |
| proto external void | SetShouldApplyDynamicSpeedOverride (bool shouldApply) |
| proto external void | SetDynamicStance (float value) |
| Sets dynamic stance of this character. | |
| proto external float | GetVehicleRagdollSpeed () |
| proto external float | GetVehicleRagdollSpeedMsSq () |
| proto external bool | CanSetDynamicStance (float value) |
| Returns whether provided dynamic stance can be set for this character. | |
| proto external float | GetDynamicStance () |
| Returns current dynamic stance value. | |
| proto external void | SetInspect (IEntity targetItem) |
| Enables or disables inspection mode. | |
| proto external bool | CanInspect (IEntity targetItem) |
| Returns whether inspection mode can be set. | |
| proto external bool | GetInspect () |
| Returns whether character is in inspection mode. | |
| proto external bool | GetInspectCurrentWeapon () |
| Returns whether inspected item (if any) is currently equipped weapon or not. | |
| proto external IEntity | GetInspectEntity () |
| Returns entity that is currently inspected or null if none. | |
| proto external void | SetInspectState (int state) |
| Sets inspection state if inspection is enabled. | |
| proto external int | GetInspectState () |
| Returns inspection state if inspection is enabled. | |
| proto external bool | GetIsWeaponDeployed () |
| Returns true if weapon is deployed and stabilized. | |
| proto external bool | CanDeployWeapon () |
| Returns true if weapon can be deployed and stabilized. | |
| proto external bool | GetIsWeaponDeployedBipod () |
| Returns true if weapon is deployed and stabilized using a bipod. | |
| proto external IEntity | GetCurrentItemInHands () |
| proto external void | SetStanceChange (int stance) |
| CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. | |
| proto external bool | CanChangeStance (int stance) |
| CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. | |
| proto external void | ForceStance (int stance) |
| proto external void | ForceStanceUp (int stance) |
| proto external void | SetRoll (int val) |
| 2 - right, 1 - left | |
| proto external bool | IsRoll () |
| proto external bool | CanRoll (int val) |
| proto external bool | ShouldHoldInputForRoll () |
| proto external void | EnableHoldInputForRoll (bool enable) |
| proto external bool | IsPlayerControlled () |
| proto external void | SetJump (float val) |
| proto external void | SetWantedLeaning (float val) |
| proto external void | SetBanking (float val) |
| proto external void | SetMeleeAttack (bool val) |
| proto external float | GetLeaning () |
| Either character wants to lean. | |
| proto external float | GetWantedLeaning () |
| proto external bool | IsAdjustingLeaning () |
| proto external float | GetCurrentLeanAmount () |
| Returns current amount of leaning applied. | |
| proto external bool | IsLeaning () |
| proto external float | GetADSTime () |
| proto external bool | IsWeaponRaised () |
| proto external EWeaponObstructedState | GetWeaponObstructedState () |
| proto external float | GetObstructionAlpha () |
| proto external bool | IsClimbing () |
| proto external bool | IsSwimming () |
| proto external bool | IsSprinting () |
| proto external bool | IsChangingStance () |
| proto external bool | IsWeaponADS () |
| proto external bool | IsChangingFireMode () |
| proto external bool | IsPlayingGesture () |
| proto external bool | IsFreeLookEnabled () |
| proto external bool | IsTrackIREnabled () |
| proto external bool | IsFocusMode () |
| proto external bool | IsOpeningVehicleDoor () |
| proto external bool | IsClosingVehicleDoor () |
| proto external bool | GetWeaponADSInput () |
| proto external bool | IsChangingItem () |
| proto external bool | IsFalling () |
| proto external bool | IsReloading () |
| proto external bool | CanFire () |
| proto external bool | IsDead () |
| proto external bool | IsUsingItem () |
| proto external bool | IsMeleeAttack () |
| proto external bool | CanEngageChangeItem () |
| proto external bool | SelectWeapon (BaseWeaponComponent newWeapon) |
| Set weapon on character with switching animations. If true, the request was successful. | |
| proto external bool | SetMuzzle (int index) |
| proto external bool | SetFireMode (int index) |
| proto external void | SetSightsRange (int index) |
| proto external void | SetWeaponADSInput (bool val) |
| proto external bool | SetSafety (bool safety, bool automatic) |
| Set the safety of the current weapon. | |
| proto external float | GetStamina () |
| proto external bool | ReloadWeapon () |
| Request weapon reload. If true, request was sucessful. | |
| proto external bool | DetachCurrentMagazine () |
| proto external bool | ReloadWeaponWith (IEntity ammunitionEntity, bool bForceDetach=false) |
| proto external ECharacterLifeState | GetLifeState () |
| Returns the current controller state. | |
| proto external void | SetUnconscious (bool enabled) |
| proto external bool | IsUnconscious () |
| proto external bool | CanReviveCharacter () |
| proto external bool | CanEnterUnconsciousness () |
| proto external void | EnableReviveCharacter (bool enabled) |
| proto external void | Ragdoll () |
| Starts ragdoll on the character. | |
| proto external void | RefreshRagdoll (float fWarmupTime) |
| Refreshes ragdoll, so it doesn't get turned off for fWarmupTime seconds. | |
| proto external void | ForceDeath () |
| Kills the character. Skips invincibility checks. | |
| proto external void | TakeGadgetInLeftHand (IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false) |
| proto external bool | CanEquipGadget (IEntity gadget) |
| proto external IEntity | GetAttachedGadgetAtLeftHandSlot () |
| proto external bool | TryUseBandage (IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true) |
| Try to use bandage on specified body part for a specific duration. | |
| proto external void | RemoveGadgetFromHand (bool skipAnimations=false) |
| Remove held gadget. | |
| proto external void | RecoverHiddenGadget (bool respectSettings, bool skipAnims) |
| Put held gadget on hold. | |
| proto external bool | IsGadgetInHands () |
| Returns true if there is a gadget in hands. | |
| proto external bool | SetGadgetRaisedModeWanted (bool newRaised) |
| Returns true if focus will be changed to requested. | |
| proto external bool | IsGadgetRaisedModeWanted () |
| Returns true if character will be (or is) using gadget in raised mode. | |
| proto external bool | TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null) |
| Generic item Equippes an item in right hand, if swap is true then action performed without animations, accepts optional callback that will be triggered when action is completed. | |
| proto external bool | TryRecoverLastRightHandItem (bool swap=false, BaseUserAction callbackAction=null) |
| proto external IEntity | GetRightHandItem () |
| Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon) | |
| proto external bool | TryUseItem (IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false) |
| Try to use equipped item. | |
| proto external bool | TryUseItemOverrideParams (notnull ItemUseParameters params) |
| Try to use equipped item with custom command and variables. | |
| proto external bool | CanUseItem () |
| Returns true if the character can use an item. | |
| proto external bool | TryStartCharacterGesture (int gesture, int durationMS=0) |
| Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called) | |
| proto external void | StopCharacterGesture () |
| proto external bool | TryPlayItemGesture (EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="") |
| Try to play the specified gesture. | |
| proto external bool | IsPlayingItemGesture () |
| Returns true if the character is playing a gesture. | |
| proto external bool | CanPlayItemGesture () |
| Returns true if the character can play a gesture. | |
| proto external bool | CanUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false) |
| Returns true if the character can use provided ladder. | |
| proto external bool | TryUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0) |
| Start climbing provided ladder. | |
| proto external void | DropWeapon (WeaponSlotComponent weaponSlot) |
| Makes character drop weapon from the weapon slot given by parameter. | |
| proto external void | DropItemFromLeftHand () |
| Makes character drop item from left hand. | |
| proto external void | StopDeployment () |
| proto external void | RequestActionByID (int actionID, float value) |
| proto external bool | IsPartiallyLowered () |
| Returns true if the character is partially lowered. | |
| proto external bool | CanPartialLower () |
| Returns true if the character can partially lower (weapon). | |
| proto external void | SetPartialLower (bool state) |
| Sets desired partial lower state, if allowed. | |
| proto external vector | GetCameraWeaponOffset () |
| proto external bool | GetDisableMovementControls () |
| proto external void | SetDisableMovementControls (bool other) |
| proto external bool | GetDisableViewControls () |
| proto external void | SetDisableViewControls (bool other) |
| proto external bool | GetDisableWeaponControls () |
| proto external void | SetDisableWeaponControls (bool other) |
| proto external vector | GetMovementVelocity () |
| proto external vector | GetMovementInput () |
| proto external vector | GetVelocity () |
| proto external bool | GetIsSprintingToggle () |
| proto external float | GetLastStanceChangeDelay () |
| proto external int | GetCurrentMovementPhase () |
| proto external bool | GetCanFireWeapon () |
| proto external bool | GetCanThrow () |
| proto external void | SetWeaponNoFireTime (float t) |
| proto external bool | IsInThirdPersonView () |
| proto external void | SetInThirdPersonView (bool state) |
| proto external float | GetStanceChangeDelayTime () |
| proto external float | GetJumpSpeed () |
| proto external bool | GetMeleeAttackInput () |
| proto external bool | IsFreeLookEnforced () |
| Returns true if freelook is enforced by game logic. | |
| proto external void | OverrideMaxSpeed (float fraction) |
| Overrides max speed of the character to be a fraction (given by the parameter) of current max speed. | |
| proto external bool | GetPositionInView (vector pos, float angMax) |
| Returns whether a position is in the character's view. | |
| proto external void | GetWeaponModifiers (float baseScale, float moveScale, out vector scaleA, out vector scaleB) |
| Returns modifiers for weapon sway/recoil based on movement, stance, etc Fills scaleA and scaleB with following modifier values: scaleA.x - modifier scaleX scaleA.y - modifier scaleY scaleB.x - speed scale scaleB.y - translation scale. | |
| proto external CharacterStaminaComponent | GetStaminaComponent () |
| Returns locally cached stamina component or null if none. | |
| proto external bool | IsCharacterStationary () |
| bool | CanGetOutVehicleScript () |
| Override to handle whether character can get out of vehicle via GetOut input action. | |
| bool | CanJumpOutVehicleScript () |
| Override to handle whether character can eject from vehicle via JumpOut input action. | |
| bool | SCR_GetDisableViewControls () |
Public Member Functions inherited from BaseControllerComponent | |
| proto external IEntity | GetOwner () |
| Returns the entity owner of the component. | |
| proto external bool | CanMove () |
| Returns state of movement capacity. | |
| proto external void | SetCanMove (bool canMove) |
| Changes state of movement capacity. Internally verifies if all necessary conditions are met. | |
| bool | ValidateCanMove () |
Public Member Functions inherited from GameComponent | |
| bool | OnTicksOnRemoteProxy () |
Public Attributes | |
| ref ScriptInvokerVoid | m_OnPlayerDeath = new ScriptInvokerVoid() |
| ref OnPlayerDeathWithParamInvoker | m_OnPlayerDeathWithParam = new OnPlayerDeathWithParamInvoker() |
| ref OnLifeStateChangedInvoker | m_OnLifeStateChanged = new OnLifeStateChangedInvoker() |
| ref OnControlledByPlayerInvoker | m_OnControlledByPlayer = new OnControlledByPlayerInvoker() |
| ref ScriptInvokerFloat2< float > | m_OnPlayerDrowning = new ScriptInvokerFloat2() |
| ref ScriptInvokerVoid | m_OnPlayerStopDrowning = new ScriptInvokerVoid() |
| ref ScriptInvoker< IEntity, bool, bool > | m_OnGadgetStateChangedInvoker = new ScriptInvoker<IEntity, bool, bool>() |
| ref ScriptInvoker< IEntity, bool > | m_OnGadgetFocusStateChangedInvoker = new ScriptInvoker<IEntity, bool>() |
| ref OnItemUseBeganInvoker | m_OnItemUseBeganInvoker = new OnItemUseBeganInvoker() |
| ref OnItemUseEndedInvoker | m_OnItemUseEndedInvoker = new OnItemUseEndedInvoker() |
| ref OnItemUseFinishedInvoker | m_OnItemUseFinishedInvoker = new OnItemUseFinishedInvoker() |
| ref ScriptInvokerVoid | m_OnWeaponRaisingStartedInvoker = new ScriptInvokerVoid() |
| ref ScriptInvokerVoid | m_OnWeaponRaisingFinishedInvoker = new ScriptInvokerVoid() |
| ref ScriptInvokerVoid | m_OnWeaponLoweringStartedInvoker = new ScriptInvokerVoid() |
| ref ScriptInvokerVoid | m_OnWeaponLoweringFinishedInvoker = new ScriptInvokerVoid() |
Protected Member Functions | |
| override void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
| override EHitReactionType | ComputeHitReaction (float damageValue, EDamageType damageType) |
| When this character gets hit, this function gets called. | |
| void | RPC_AskSetShellChargeRing (RplId replicationId, int configId) |
| void | RPC_DoSetShellChargeRing (RplId replicationId, int configId) |
| void | RPC_AskTurretFireModeChange (SCR_EFireModeChange change, int newValue, RplId turretRplId) |
| void | RPC_AskSyncSightState (bool newState, RplId sightId) |
| override void | OnApplyControls (IEntity owner, float timeSlice) |
| override void | UpdateDrowning (float timeSlice, vector waterLevel) |
| override void | OnControlledByPlayer (IEntity owner, bool controlled) |
| Called when a player has been assigned to this controller. | |
| override void | OnInspectionModeChanged (bool newState) |
| override float | GetInspectTargetLookAt (out vector targetAngles) |
| Output target angles vector is used during inspection to adjust look at. | |
| bool | AlignToPositionFromCurrentPosition (vector targetPosition[4], float toleranceXZ=0.01, float toleranceY=0.01) |
| void | Rpc_StartLoitering_S (int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData) |
| void | Rpc_StartLoitering_BCNO (int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4], SCR_LoiterCustomAnimData customAnimData) |
| bool | TryStartLoiteringInternal () |
Protected Member Functions inherited from CharacterControllerComponent | |
| void | OnDiag (IEntity owner, float timeslice) |
| Called during EOnDiag. | |
| void | OnReloaded (IEntity owner, BaseWeaponComponent weapon) |
| void | OnWeaponDropped (IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot) |
| Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from. | |
| void | OnItemDroppedFromLeftHand (IEntity pItemEntity) |
| Runs after the left hand item is dropped. Returns dropped item entity. | |
Protected Attributes | |
| float | m_fDrowningDuration |
| float | m_fAnimatedHitReactionThreshold |
| SCR_CharacterCameraHandlerComponent | m_CameraHandler |
| SCR_MeleeComponent | m_MeleeComponent |
| bool | m_bOverrideActions = true |
| bool | m_bInspectionFocus |
| bool | m_bCharacterIsDrowning |
| float | m_fDrowningTime |
| ref SCR_ScriptedCharacterInputContext | m_pScrInputContext |
| CharacterSoundComponent | m_CharacterSoundComponent |
| ref array< ref SCR_ShellConfig > | m_aSavedShellConfigs |
| Contains information about for which shell player saved some information for future use. | |
| ref ScriptInvoker< AnimationEventID, AnimationEventID, int, float, float, SCR_CharacterControllerComponent > | m_OnAnimationEvent |
| int | m_iTargetContext |
Static Protected Attributes | |
| static ref array< EDamageType > | s_aHitReactionDamageTypes |
Additional Inherited Members | |
Static Public Member Functions inherited from CharacterControllerComponent | |
| static proto void | SetAimingSensitivity (float mouse, float gamepad, float ads) |
| static proto void | GetAimingSensitivity (out float mouse, out float gamepad, out float ads) |
| static proto void | SetFOVInputCurve (float mouse, float gamepad, float gyro, float trackIR) |
| static proto void | GetFOVInputCurve (out float mouse, out float gamepad, out float gyro, out float trackIR) |
| static proto void | SetGyroSensitivity (float yaw, float pitch, float roll) |
| static proto void | GetGyroSensitivity (out float yaw, out float pitch, out float roll) |
| static proto void | SetGyroControl (bool always, bool freelook, bool ads) |
| static proto void | GetGyroControl (out bool always, out bool freelook, out bool ads) |
| static proto void | SetStickyGadget (bool enable) |
| static proto void | SetStickyADS (bool enable) |
| static proto void | SetGamepadControlAircraft (bool enable) |
| static proto bool | GetGamepadControlAircraft () |
| static proto void | SetMouseControlAircraft (bool enable) |
| static proto bool | GetMouseControlAircraft () |
| static proto void | SetTrackIREnable (bool enable) |
| static proto bool | GetTrackIREnable () |
| static proto void | SetTrackIRLeaningEnable (bool enable) |
| static proto bool | GetTrackIRLeaningEnable () |
| static proto void | SetTrackIRFreelookEnable (bool enable) |
| static proto bool | GetTrackIRFreelookEnable () |
| static proto void | SetTrackIRWhileADSEnable (bool enable) |
| static proto bool | GetTrackIRWhileADSEnable () |
| static proto void | SetTrackIRLeaningMode (ETrackIRLeanMode enable) |
| static proto ETrackIRLeanMode | GetTrackIRLeaningMode () |
| static proto void | SetTrackIRFreelookSensitivity (float sensitivity) |
| static proto float | GetTrackIRFreelookSensitivity () |
| static proto void | SetTrackIRMoveLeaningSensitivity (float sensitivity) |
| static proto float | GetTrackIRMoveLeaningSensitivity () |
| static proto void | SetTrackIRRollLeaningSensitivity (float sensitivity) |
| static proto float | GetTrackIRRollLeaningSensitivity () |
| static proto void | SetTrackIRFreelookDeadzoneADS (float deadzone) |
| static proto float | GetTrackIRFreelookDeadzoneADS () |
| static proto void | SetTrackIRLeaningDeadzone (float deadzone) |
| static proto float | GetTrackIRLeaningDeadzone () |
| static proto void | SetTrackIRLeaningActiveYawRange (float range) |
| static proto float | GetTrackIRLeaningActiveYawRange () |
| void SCR_CharacterControllerComponent.SCR_CharacterControllerComponent | ( | IEntityComponentSource | src, |
| IEntity | ent, | ||
| IEntity | parent ) |
| [in] | src | |
| [in] | ent | |
| [in] | parent |
| void SCR_CharacterControllerComponent.~SCR_CharacterControllerComponent | ( | ) |
| void SCR_CharacterControllerComponent.ActionDropItem | ( | float | value = 0::0, |
| EActionTrigger | trigger = 0 ) |
Drop current item on ground.
| [in] | value | |
| [in] | trigger |
| void SCR_CharacterControllerComponent.ActionNextWeapon | ( | float | value = 0::0, |
| EActionTrigger | trigger = 0 ) |
Alternate between primary weapons.
| [in] | value | |
| [in] | trigger |
| void SCR_CharacterControllerComponent.ActionUnequipItem | ( | float | value = 0::0, |
| EActionTrigger | trigger = 0 ) |
Put current item away to inventory/back.
| [in] | value | |
| [in] | trigger |
| void SCR_CharacterControllerComponent.ActionWeaponBipod | ( | float | value = 0::0, |
| EActionTrigger | trigger = 0 ) |
| [in] | value | |
| [in] | trigger |
| void SCR_CharacterControllerComponent.ActionWeaponLowReady | ( | float | value = 0::0, |
| EActionTrigger | trigger = 0 ) |
| [in] | value | |
| [in] | trigger |
| void SCR_CharacterControllerComponent.ActionWeaponRaised | ( | float | value = 0::0, |
| EActionTrigger | trigger = 0 ) |
| [in] | value | |
| [in] | trigger |
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| bool SCR_CharacterControllerComponent.CanInteract | ( | ) |
Get the interaction status of the character.
| override bool SCR_CharacterControllerComponent.CanJumpClimb | ( | ) |
This is called when a climb or jump is requested by input.
If it returns false, the character will not attempt to jump/climb.
Implements CharacterControllerComponent.
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When this character gets hit, this function gets called.
float damageValue: Raw damage of the hit (no damage multipliers have been applied). Can be negative for "healing" damage. EDamageType damageType: return EHitReactionType: Type of hit reaction that should be played for this impact.
Implements CharacterControllerComponent.
| override bool SCR_CharacterControllerComponent.GetCanEquipGadget | ( | IEntity | gadget | ) |
Implements CharacterControllerComponent.
| override bool SCR_CharacterControllerComponent.GetCanMeleeAttack | ( | ) |
check presence of MeleeWeaponProperties component to ensure it is an Melee weapon or not
Implements CharacterControllerComponent.
| float SCR_CharacterControllerComponent.GetDrowningTime | ( | ) |
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Output target angles vector is used during inspection to adjust look at.
Returned value is speed at which the look angles are adjusted, or 0 if no adjustment is to be made.
Implements CharacterControllerComponent.
| IEntity SCR_CharacterControllerComponent.GetItemInHandSlot | ( | ) |
Return item currently stored in the hand slot.
| ScriptInvoker SCR_CharacterControllerComponent.GetOnAnimationEvent | ( | ) |
| ScriptInvokerVoid SCR_CharacterControllerComponent.GetOnPlayerDeath | ( | ) |
| OnPlayerDeathWithParamInvoker SCR_CharacterControllerComponent.GetOnPlayerDeathWithParam | ( | ) |
| ScriptInvokerVoid SCR_CharacterControllerComponent.GetOnWeaponLoweringFinished | ( | ) |
| ScriptInvokerVoid SCR_CharacterControllerComponent.GetOnWeaponLoweringStarted | ( | ) |
| ScriptInvokerVoid SCR_CharacterControllerComponent.GetOnWeaponRaisingFinished | ( | ) |
| ScriptInvokerVoid SCR_CharacterControllerComponent.GetOnWeaponRaisingStarted | ( | ) |
| SCR_ShellConfig SCR_CharacterControllerComponent.GetSavedShellConfig | ( | notnull EntityPrefabData | shellPrefab | ) |
| SCR_ScriptedCharacterInputContext SCR_CharacterControllerComponent.GetScrInputContext | ( | ) |
| SightsFOVInfo SCR_CharacterControllerComponent.GetSightsFOVInfo | ( | ) |
| bool SCR_CharacterControllerComponent.IsAligningBeforeLoiter | ( | ) |
| bool SCR_CharacterControllerComponent.IsCharacterDrowning | ( | ) |
| bool SCR_CharacterControllerComponent.IsLoitering | ( | ) |
| override bool SCR_CharacterControllerComponent.IsUsingBinoculars | ( | ) |
Implements CharacterControllerComponent.
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Implements CharacterControllerComponent.
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Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnConsciousnessChanged | ( | bool | conscious | ) |
Will be called when the consciousness of the character changes.
Implements CharacterControllerComponent.
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Called when a player has been assigned to this controller.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnDeath | ( | IEntity | instigatorEntity, |
| notnull Instigator | instigator ) |
Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnGadgetFocusStateChanged | ( | IEntity | gadget, |
| bool | isFocused ) |
Will be called when gadget fully transitioned to or canceled focus mode.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnGadgetStateChanged | ( | IEntity | gadget, |
| bool | isInHand, | ||
| bool | isOnGround ) |
Will be called when gadget taken/removed from hand.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnInit | ( | IEntity | owner | ) |
Called during EOnInit.
| owner | Entity this component is attached to. |
Implements CharacterControllerComponent.
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Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnItemUseBegan | ( | ItemUseParameters | itemUseParams | ) |
Will be called when item use action is started.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnItemUseEnded | ( | ItemUseParameters | itemUseParams, |
| bool | successful ) |
Will be called when item use action is complete.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnLifeStateChanged | ( | ECharacterLifeState | previousLifeState, |
| ECharacterLifeState | newLifeState, | ||
| bool | isJIP ) |
Will be called when the life state of the character changes.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnMeleeDamage | ( | bool | started | ) |
Handling of melee events. Sends true if melee started, false, when melee ends.
Implements CharacterControllerComponent.
| override bool SCR_CharacterControllerComponent.OnPerformAction | ( | ) |
Override to handle what happens after pressing F button.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnPrepareControls | ( | IEntity | owner, |
| ActionManager | am, | ||
| float | dt, | ||
| bool | player ) |
Implements CharacterControllerComponent.
Implemented in SCR_CharacterControllerComponent_Test.
| override void SCR_CharacterControllerComponent.OnWeaponLoweringFinished | ( | ) |
Will be called when weapon lowering finished.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnWeaponLoweringStarted | ( | ) |
Will be called when weapon lowering started.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnWeaponRaisingFinished | ( | ) |
Will be called when weapon raising finished.
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.OnWeaponRaisingStarted | ( | ) |
Will be called when weapon raising started.
Implements CharacterControllerComponent.
| void SCR_CharacterControllerComponent.ReplicateHelicopterSightState | ( | bool | newState, |
| RplId | sightId ) |
Method for proxy in order to ask the authority to sync the state of the helicopter collimator sight with other clients.
| [in] | newState | |
| [in] | sightId | in replication system |
| void SCR_CharacterControllerComponent.ReplicateTurretFireModeChange | ( | SCR_EFireModeChange | change, |
| int | newValue, | ||
| RplId | turretRplId ) |
Method for proxy in order to ask the authority to sync the change that he requested for currently used turret weapon system.
| [in] | change | that was made in the FireModeManagerComponent |
| [in] | newValue | |
| [in] | turretRplId | in replication system |
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| void SCR_CharacterControllerComponent.RPC_StopLoitering_S | ( | bool | terminateFast | ) |
| [in] | terminateFast | should be true when going into alerted or combat state. |
| override bool SCR_CharacterControllerComponent.SCR_GetDisableMovementControls | ( | ) |
Implements CharacterControllerComponent.
| override void SCR_CharacterControllerComponent.SCR_OnDisabledJumpAction | ( | ) |
Implements CharacterControllerComponent.
| void SCR_CharacterControllerComponent.SetNextSights | ( | int | direction = 1 | ) |
If a weapon with multiple sights is equipped, switch the next or previous sights on the weapon (if any)
| [in] | direction | If above zero, advances to next sights. If equal to or below zero, advances to previous sights. |
| void SCR_CharacterControllerComponent.SetNextSightsFOVInfo | ( | int | direction = 1, |
| bool | allowCycling = false ) |
If a weapon with sights is equipped, advances to desired sights FOV info.
| [in] | direction | If above zero, advances to next info. If equal to or below zero, advances to previous info. |
| [in] | allowCycling | If enabled, selection will cycle from end to start and from start to end, otherwise it will be clamped. |
| void SCR_CharacterControllerComponent.SetShellConfig | ( | notnull SCR_ShellConfig | config | ) |
Saves new or updates existing shell config with provided data.
| [in] | config |
| override bool SCR_CharacterControllerComponent.ShouldAligningAdjustAimingAngles | ( | ) |
Implements CharacterControllerComponent.
| override bool SCR_CharacterControllerComponent.ShouldGadgetBeDropped | ( | IEntity | gadget | ) |
Implements CharacterControllerComponent.
| void SCR_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 ) |
| [in] | loiteringType | |
| [in] | holsterWeapon | |
| [in] | allowRootMotion | |
| [in] | alignToPosition | |
| [in] | targetPosition | |
| [in] | disableInput | - If true, player cannot interrupt the loiter by pressing space. It is the responsibility of the caller to ensure that the action will be finished. If false, action can be cancelled by player input. |
| [in] | customAnimData | - data for playing custom animation in graph attachment |
| void SCR_CharacterControllerComponent.StopLoitering | ( | bool | terminateFast | ) |
| [in] | terminateFast |
| void SCR_CharacterControllerComponent.SyncShellChargeRingConfig | ( | notnull SCR_MortarShellGadgetComponent | shellComp, |
| int | configId ) |
Method called by the owner of this controller for synchronizing the charge ring config.
| [in] | shellComp | component of the shell for which charge ring config should be changed |
| [in] | configId | id of the charge ring config that should be used by other clients |
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Implements CharacterControllerComponent.
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Contains information about for which shell player saved some information for future use.
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| ref OnControlledByPlayerInvoker SCR_CharacterControllerComponent.m_OnControlledByPlayer = new OnControlledByPlayerInvoker() |
| ref ScriptInvoker<IEntity, bool> SCR_CharacterControllerComponent.m_OnGadgetFocusStateChangedInvoker = new ScriptInvoker<IEntity, bool>() |
| ref ScriptInvoker<IEntity, bool, bool> SCR_CharacterControllerComponent.m_OnGadgetStateChangedInvoker = new ScriptInvoker<IEntity, bool, bool>() |
| ref OnItemUseBeganInvoker SCR_CharacterControllerComponent.m_OnItemUseBeganInvoker = new OnItemUseBeganInvoker() |
| ref OnItemUseEndedInvoker SCR_CharacterControllerComponent.m_OnItemUseEndedInvoker = new OnItemUseEndedInvoker() |
| ref OnItemUseFinishedInvoker SCR_CharacterControllerComponent.m_OnItemUseFinishedInvoker = new OnItemUseFinishedInvoker() |
| ref OnLifeStateChangedInvoker SCR_CharacterControllerComponent.m_OnLifeStateChanged = new OnLifeStateChangedInvoker() |
| ref ScriptInvokerVoid SCR_CharacterControllerComponent.m_OnPlayerDeath = new ScriptInvokerVoid() |
| ref OnPlayerDeathWithParamInvoker SCR_CharacterControllerComponent.m_OnPlayerDeathWithParam = new OnPlayerDeathWithParamInvoker() |
| ref ScriptInvokerFloat2<float> SCR_CharacterControllerComponent.m_OnPlayerDrowning = new ScriptInvokerFloat2() |
| ref ScriptInvokerVoid SCR_CharacterControllerComponent.m_OnPlayerStopDrowning = new ScriptInvokerVoid() |
| ref ScriptInvokerVoid SCR_CharacterControllerComponent.m_OnWeaponLoweringFinishedInvoker = new ScriptInvokerVoid() |
| ref ScriptInvokerVoid SCR_CharacterControllerComponent.m_OnWeaponLoweringStartedInvoker = new ScriptInvokerVoid() |
| ref ScriptInvokerVoid SCR_CharacterControllerComponent.m_OnWeaponRaisingFinishedInvoker = new ScriptInvokerVoid() |
| ref ScriptInvokerVoid SCR_CharacterControllerComponent.m_OnWeaponRaisingStartedInvoker = new ScriptInvokerVoid() |
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