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

override void EOnInit (IEntity owner)
 
Faction GetFaction ()
 
string GetFactionKey ()
 
void SetIllumination (bool illuminated, RplId rplId)
 
void SetNewZoomLevel (int zoomLevel, bool increased, RplId rplId)
 
bool IsDriving (float minSpeedSq=-1)
 Returns true if character is in driver compartment, optionally can check if vehicle is moving fast enough.
 
bool IsRecruitable ()
 
void SetRecruitable (bool isRecruitable)
 
bool IsRecruited ()
 
void SetRecruited (bool recruited)
 
- Public Member Functions inherited from ChimeraCharacter
proto external BaseInfoDisplay GetInfoDisplay ()
 
proto external CharacterAnimationComponent GetAnimationComponent ()
 Returns component which has animations controlling logic.
 
proto external CompartmentAccessComponent GetCompartmentAccessComponent ()
 Returns component which stores information about compartment used by character.
 
proto external CharacterControllerComponent GetCharacterController ()
 Returns component which has character controlling logic.
 
proto external SCR_DamageManagerComponent GetDamageManager ()
 Returns component which handles damage.
 
proto external BaseWeaponManagerComponent GetWeaponManager ()
 Returns component which handles weapons.
 
proto external bool IsInVehicle ()
 Returns true if the character is inside a vehicle.
 
proto external bool IsInVehicleADS ()
 Returns true if the character is in vehicle in ADS.
 
proto external vector AimingPosition ()
 Returns the aim position on the character.
 
proto external vector EyePosition ()
 Returns the world position of eyes.
 
proto external vector EyePositionModel ()
 Returns the local position of eyes.
 
proto external AimingComponent GetHeadAimingComponent ()
 Returns component which controls head aiming.
 
proto external AimingComponent GetWeaponAimingComponent ()
 Returns component which controls weapon aiming.
 
proto external void DoStartObjectAction (BaseUserAction pAction)
 Start performing action by the current character.
 
proto external void DoPerformObjectAction (BaseUserAction pAction)
 Perform action by current character.
 
proto external void DoPerformContinuousObjectAction (BaseUserAction pAction, float timeSlice)
 Perform continuous action by current character.
 
proto external void DoCancelObjectAction (BaseUserAction pAction)
 Cancel action performed by the current character.
 
- Public Member Functions inherited from BaseGameEntity
proto external void Teleport (vector mat[4])
 Teleport the entity to a coordinate.
 
proto external RplComponent GetRplComponent ()
 Returns the replication component associated to this entity.
 

Public Attributes

float m_fFaceAlphaTest = 0
 
FactionAffiliationComponent m_pFactionComponent
 

Protected Member Functions

void RPC_SetIllumination_BC (bool state, RplId rplId)
 Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
 
void RPC_SetIllumination_S (bool state, RplId rplId)
 
void RPC_SetNewZoomLevel_BC (int zoomLevel, bool increased, RplId rplId)
 Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
 
void RPC_SetNewZoomLevel_S (int zoomLevel, bool increased, RplId rplId)
 

Protected Attributes

bool m_bRecruitable
 
bool n_bIsRecruited = 0
 

Member Function Documentation

◆ EOnInit()

override void SCR_ChimeraCharacter.EOnInit ( IEntity  owner)

◆ GetFaction()

Faction SCR_ChimeraCharacter.GetFaction ( )

◆ GetFactionKey()

string SCR_ChimeraCharacter.GetFactionKey ( )

◆ IsDriving()

bool SCR_ChimeraCharacter.IsDriving ( float  minSpeedSq = -1)

Returns true if character is in driver compartment, optionally can check if vehicle is moving fast enough.

Parameters
minSpeedSqMinimum speed squared [m/s]

◆ IsRecruitable()

bool SCR_ChimeraCharacter.IsRecruitable ( )

◆ IsRecruited()

bool SCR_ChimeraCharacter.IsRecruited ( )

◆ RPC_SetIllumination_BC()

void SCR_ChimeraCharacter.RPC_SetIllumination_BC ( bool  state,
RplId  rplId 
)
protected

Using RPC here because it is only for sound, so we don't care when weapon is streamed in.

◆ RPC_SetIllumination_S()

void SCR_ChimeraCharacter.RPC_SetIllumination_S ( bool  state,
RplId  rplId 
)
protected

◆ RPC_SetNewZoomLevel_BC()

void SCR_ChimeraCharacter.RPC_SetNewZoomLevel_BC ( int  zoomLevel,
bool  increased,
RplId  rplId 
)
protected

Using RPC here because it is only for sound, so we don't care when weapon is streamed in.

◆ RPC_SetNewZoomLevel_S()

void SCR_ChimeraCharacter.RPC_SetNewZoomLevel_S ( int  zoomLevel,
bool  increased,
RplId  rplId 
)
protected

◆ SetIllumination()

void SCR_ChimeraCharacter.SetIllumination ( bool  illuminated,
RplId  rplId 
)

◆ SetNewZoomLevel()

void SCR_ChimeraCharacter.SetNewZoomLevel ( int  zoomLevel,
bool  increased,
RplId  rplId 
)

◆ SetRecruitable()

void SCR_ChimeraCharacter.SetRecruitable ( bool  isRecruitable)

◆ SetRecruited()

void SCR_ChimeraCharacter.SetRecruited ( bool  recruited)

Member Data Documentation

◆ m_bRecruitable

bool SCR_ChimeraCharacter.m_bRecruitable
protected

◆ m_fFaceAlphaTest

float SCR_ChimeraCharacter.m_fFaceAlphaTest = 0

◆ m_pFactionComponent

FactionAffiliationComponent SCR_ChimeraCharacter.m_pFactionComponent

◆ n_bIsRecruited

bool SCR_ChimeraCharacter.n_bIsRecruited = 0
protected

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