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Arma Reforger Script API
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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) |
| override void | OnSpecialContactsChagned (notnull array< IEntity > contacts) |
| This is called locally by the owner of the character. | |
Public Member Functions inherited from ChimeraCharacter | |
| proto external BaseInfoDisplay | GetInfoDisplay () |
| proto external AIControlComponent | GetAIControlComponent () |
| Returns ai controller. | |
| proto external CharacterAnimationComponent | GetAnimationComponent () |
| Returns component which has animations controlling logic. | |
| proto external CharacterCommandHandlerComponent | GetCommandHandler () |
| 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 vector | GetAimRotationModel () |
| Returns character head yaw and pitch in local space (in rads) | |
| 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. | |
| void | OnSpecialContact (IEntity other) |
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 |
| SCR_CharacterPerceivableComponent | m_pPerceivableComponent |
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) |
| void | Rpc_ContactChanged (RplId changedEntityRplId, bool wasAdded) |
| void | AddNewContact (notnull IEntity newContact) |
| void | RemoveOldContact (IEntity oldContact=null) |
Protected Attributes | |
| bool | m_bRecruitable |
| ref array< IEntity > | m_aContacts |
| bool | m_bIsRecruited = 0 |
Static Protected Attributes | |
| static const string | SIGNAL_NAME_SPECIAL_CONTACT = "SpecialContact" |
| static const string | SIGNAL_NAME_SPECIAL_ENTITY_HEIGHT = "SpecialContactEntityHeight" |
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| override void SCR_ChimeraCharacter.EOnInit | ( | IEntity | owner | ) |
| Faction SCR_ChimeraCharacter.GetFaction | ( | ) |
| string SCR_ChimeraCharacter.GetFactionKey | ( | ) |
| bool SCR_ChimeraCharacter.IsDriving | ( | float | minSpeedSq = -1 | ) |
Returns true if character is in driver compartment, optionally can check if vehicle is moving fast enough.
| minSpeedSq | Minimum speed squared [m/s] |
| bool SCR_ChimeraCharacter.IsRecruitable | ( | ) |
| bool SCR_ChimeraCharacter.IsRecruited | ( | ) |
| override void SCR_ChimeraCharacter.OnSpecialContactsChagned | ( | notnull array< IEntity > | contacts | ) |
This is called locally by the owner of the character.
Implements ChimeraCharacter.
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Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
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Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
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| void SCR_ChimeraCharacter.SetIllumination | ( | bool | illuminated, |
| RplId | rplId ) |
| void SCR_ChimeraCharacter.SetNewZoomLevel | ( | int | zoomLevel, |
| bool | increased, | ||
| RplId | rplId ) |
| void SCR_ChimeraCharacter.SetRecruitable | ( | bool | isRecruitable | ) |
| void SCR_ChimeraCharacter.SetRecruited | ( | bool | recruited | ) |
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| float SCR_ChimeraCharacter.m_fFaceAlphaTest = 0 |
| FactionAffiliationComponent SCR_ChimeraCharacter.m_pFactionComponent |
| SCR_CharacterPerceivableComponent SCR_ChimeraCharacter.m_pPerceivableComponent |
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