Arma Reforger Script API
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SCR_ChimeraCharacter Interface Reference
Inheritance diagram for SCR_ChimeraCharacter:
ChimeraCharacter GameEntity BaseGameEntity

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"
 

Member Function Documentation

◆ AddNewContact()

void SCR_ChimeraCharacter.AddNewContact ( notnull IEntity newContact)
protected

◆ 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 ( )

◆ OnSpecialContactsChagned()

override void SCR_ChimeraCharacter.OnSpecialContactsChagned ( notnull array< IEntity > contacts)

This is called locally by the owner of the character.

Implements ChimeraCharacter.

◆ RemoveOldContact()

void SCR_ChimeraCharacter.RemoveOldContact ( IEntity oldContact = null)
protected

◆ Rpc_ContactChanged()

void SCR_ChimeraCharacter.Rpc_ContactChanged ( RplId changedEntityRplId,
bool wasAdded )
protected

◆ 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_aContacts

ref array<IEntity> SCR_ChimeraCharacter.m_aContacts
protected

◆ m_bIsRecruited

bool SCR_ChimeraCharacter.m_bIsRecruited = 0
protected

◆ m_bRecruitable

bool SCR_ChimeraCharacter.m_bRecruitable
protected

◆ m_fFaceAlphaTest

float SCR_ChimeraCharacter.m_fFaceAlphaTest = 0

◆ m_pFactionComponent

FactionAffiliationComponent SCR_ChimeraCharacter.m_pFactionComponent

◆ m_pPerceivableComponent

SCR_CharacterPerceivableComponent SCR_ChimeraCharacter.m_pPerceivableComponent

◆ SIGNAL_NAME_SPECIAL_CONTACT

const string SCR_ChimeraCharacter.SIGNAL_NAME_SPECIAL_CONTACT = "SpecialContact"
staticprotected

◆ SIGNAL_NAME_SPECIAL_ENTITY_HEIGHT

const string SCR_ChimeraCharacter.SIGNAL_NAME_SPECIAL_ENTITY_HEIGHT = "SpecialContactEntityHeight"
staticprotected

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