Arma Reforger Script API
|
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 |
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 | ( | ) |
|
protected |
Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
|
protected |
|
protected |
Using RPC here because it is only for sound, so we don't care when weapon is streamed in.
|
protected |
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 | ) |
|
protected |
float SCR_ChimeraCharacter.m_fFaceAlphaTest = 0 |
FactionAffiliationComponent SCR_ChimeraCharacter.m_pFactionComponent |
|
protected |