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

override float GetReticleBrightnessDay ()
 Get the Brightness of the reticle glow.
 
override float GetReticleBrightnessNight ()
 
override void OnPostInit (IEntity owner)
 Called on PostInit when all components are added.
 
override void OnSightADSActivate ()
 
override void OnSightADSDeactivated ()
 
void ReticleToggleIllumination ()
 
override void UpdateReticlePosition (float u, float v, float uScale, float vScale)
 Called to update the sight position U/V.
 
override void UpdateReticleShapeIndex (int index)
 Called to update the Reticle shape.
 
override void UpdateReticleColor (vector inner, vector glow)
 Called to update reticle color.
 
override void UpdateReticleBrightnessScale (float scale)
 Called to set auto brightness factor.
 
override void UpdateReticleBrightness (float lvFactor, bool useOwn)
 Called to set glow brightness.
 
- Public Member Functions inherited from BaseCollimatorSightsComponent
proto external void SetReticleSize (float angularSize, float reticlePortion)
 Set virtual reticle size.
 
proto external float GetReticleAngularSize ()
 Get the default angular size of the reticle, in degrees.
 
proto external float GetReticlePortion ()
 Get the default portion of the reticle that covers the given angular size.
 
proto external int GetNumReticles ()
 Get the number of reticle infos.
 
proto external bool IsReticleValid (int index)
 Is reticle index valud.
 
proto external BaseCollimatorReticleInfo GetReticleByIndex (int index)
 Get a reticle by index.
 
proto external int GetCurrentReticleShape ()
 Get current reticle shape.
 
proto external void ReticleNextShape ()
 Set the next reticle shape. This always works, but might not do anything if only one reticle is defined.
 
proto external void ReticlePreviousShape ()
 Set the previous reticle shape. This always works, but might not do anything if only one reticle is defined.
 
proto external bool SetReticleShapeByIndex (int iIndex)
 Set reticle shape by index. Returns true if successful.
 
proto external int GetNumColors ()
 Get the number of reticle colors.
 
proto external int IsColorValid (int index)
 Is color index valid.
 
proto external BaseCollimatorReticleColor GetColorByIndex (int index)
 Get a color record by index.
 
proto external int GetCurrentColor ()
 Get current reticle color index.
 
proto external void ReticleNextColor ()
 Set the next reticle color. This always works, but might not do anything if only one or no color is defined.
 
proto external void ReticlePreviousColor ()
 Set the previous reticle color. This always works, but might not do anything if only one or no color is defined.
 
proto external float GetNormalizedLightIntensity ()
 Get the normalized light intensity at the sight.
 
proto external bool SetReticleColorByIndex (int iIndex)
 Set reticle color by index. Return true if successful.
 
void UpdateReticlePosition (float u, float v, float uScale, float vScale)
 Called to update the sight position U/V.
 
void OnPostInit (IEntity owner)
 Called on PostInit when all components are added.
 
void UpdateReticleShapeIndex (int index)
 Called to update the Reticle shape.
 
void UpdateReticleColor (vector inner, vector glow)
 Called to update reticle color.
 
void UpdateReticleBrightnessScale (float scale)
 Called to set auto brightness factor.
 
void UpdateReticleBrightness (float lvFactor, bool useOwn)
 Called to set glow brightness.
 
float GetReticleBrightnessDay ()
 Get the Brightness of the reticle glow.
 
float GetReticleBrightnessNight ()
 
void OnSightADSActivate ()
 
void OnSightADSDeactivated ()
 
- Public Member Functions inherited from SightsComponent
void ApplyRecoilToCamera (inout vector pOutCameraTransform[4], vector aimModAngles)
 Applies the given recoil angles to the camera transform according to the type of sight By default this method is empty.
 
bool CanFreelook ()
 
bool GetDOFRelatedPrefabData (out int opticDOFDistanceScale=-1, out bool forceSimpleDOF=false)
 Used by SCR_DepthOfFieldEffect to scale the DOF based on each particular ironsight-distance.
 
- Public Member Functions inherited from BaseSightsComponent
proto external IEntity GetOwner ()
 
proto external void ForceSightsZeroValue (vector offset, vector angles, vector turnOffset)
 Allow to override Zeroing via aim modifier (only works in Workbench)
 
proto external void ForceSightsZeroValueEnablel (bool bOnOff)
 Disable forced zeroing data.
 
proto external bool IsSightADSActive ()
 
proto external float GetADSActivationPercentage ()
 
proto external float GetADSDeactivationPercentage ()
 
proto external bool AreSightsValid (bool front=true, bool rear=true)
 
proto external vector GetSightsRearPosition (bool localSpace=false)
 Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets Start position should be the one closer to eye position than end position.
 
proto external vector GetSightsFrontPosition (bool localSpace=false)
 Returns additional sights position used for calculating zeroing A vector is calculated from start position to end position and used as direction for calculating zeroing offsets End position should be the one further from eye position than start position.
 
proto external vector GetSightsDirection (bool localSpace=false, bool normalize=true)
 Returns a direction vector from the rear sight position to the front sight position A vector is calculated from the rear sight to the front sight in such a way that GetSightsRearPosition() + GetSightsDirection() == GetSightsFrontPosition()
 
proto external vector GetSightsDirectionUntransformed (bool localSpace=false, bool normalize=true)
 Like GetSightsDirection, but ignores and bones associated with the sight points.
 
proto external vector GetSightsOffset ()
 Returns the local sights reference point offset.
 
proto external bool GetSightsTransform (out vector transform[4], bool localSpace=false)
 Returns the transform matrix of the local sights.
 
proto external float GetFOV ()
 Returns current value of field of view.
 
proto external vector GetCurrentSightsRange ()
 Returns current range info value where x: animation value y: distance z: unused.
 
proto external SightsFOVInfo GetFOVInfo ()
 Returns currently selected sights FOV info or null if none.
 
proto external float GetCameraRecoilAmount ()
 Percentage 0...1 of recoil that should be applied to camera when using this sights component.
 
proto external bool GetSightsPriority ()
 Boolean indicating whether this sight component is prioritized.
 
proto external bool GetSightsSkipSwitch ()
 Return true if the sights can be switched to.
 
proto external void SetSightsVisibility (float visFactor)
 Hide parts of the sight on ADS. 0 means completely visible, 1 means completely hidden.
 
proto external PointInfo GetPositionPointInfo ()
 
proto external PointInfo GetRearPositionPointInfo ()
 
proto external PointInfo GetFrontPositionPointInfo ()
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Public Attributes

SCR_CollimatorControllerComponent m_managerComponent
 
bool m_bReticleDaylight = true
 
int m_iColorIndex = -1
 

Static Public Attributes

const string ACTION_ILLUMINATION = "WeaponToggleSightsIllumination"
 
- Static Public Attributes inherited from SightsComponent
const string EYE_BONE = "eye"
 

Protected Member Functions

void ToggleIllumination (float value, EActionTrigger trigger)
 
- Protected Member Functions inherited from SightsComponent
override bool WB_GetZeroingData (IEntity owner, BaseSightsComponent sights, float weaponAngle, out vector offset, out vector angles)
 Positive weapon angle tilts weapon upwards (muzzle goes up, stock goes down) Negative weapon angle tilts weapon downwards (muzzle goes down, stock goes up) Called from GameCode, do not remove!
 
bool FindParent (IEntity owner, string eyeBoneName, out IEntity parentWeapon, out int boneIndex)
 
bool WB_GetZeroingData (IEntity owner, BaseSightsComponent sights, float weaponAngle, out vector offset, out vector angles)
 Positive weapon angle tilts weapon upwards (muzzle goes up, stock goes down) Negative weapon angle tilts weapon downwards (muzzle goes down, stock goes up) Called from GameCode, do not remove!
 

Protected Attributes

float m_fDaylightBrightness
 
float m_fNightBrightness
 

Additional Inherited Members

- Static Public Member Functions inherited from SightsComponent
static ZeroingGeneratedData CalculateDataWithParent (BaseSightsComponent sights, IEntity owner, IEntity parent, float desiredAngle)
 Takes front sights position as the anchor around which it rotates both the owner and the parent under desiredAngle (or rather negative desired angle, as we are pivoting around our target) and calculates new transformation that needs to be applied to reach desired angle.
 

Member Function Documentation

◆ GetReticleBrightnessDay()

override float SCR_CollimatorSightsComponent.GetReticleBrightnessDay ( )

Get the Brightness of the reticle glow.

Implements BaseCollimatorSightsComponent.

◆ GetReticleBrightnessNight()

override float SCR_CollimatorSightsComponent.GetReticleBrightnessNight ( )

◆ OnPostInit()

override void SCR_CollimatorSightsComponent.OnPostInit ( IEntity  owner)

Called on PostInit when all components are added.

Implements BaseCollimatorSightsComponent.

◆ OnSightADSActivate()

override void SCR_CollimatorSightsComponent.OnSightADSActivate ( )

◆ OnSightADSDeactivated()

override void SCR_CollimatorSightsComponent.OnSightADSDeactivated ( )

◆ ReticleToggleIllumination()

void SCR_CollimatorSightsComponent.ReticleToggleIllumination ( )

◆ ToggleIllumination()

void SCR_CollimatorSightsComponent.ToggleIllumination ( float  value,
EActionTrigger  trigger 
)
protected

◆ UpdateReticleBrightness()

override void SCR_CollimatorSightsComponent.UpdateReticleBrightness ( float  lvFactor,
bool  useOwn 
)

Called to set glow brightness.

Implements BaseCollimatorSightsComponent.

◆ UpdateReticleBrightnessScale()

override void SCR_CollimatorSightsComponent.UpdateReticleBrightnessScale ( float  scale)

Called to set auto brightness factor.

Implements BaseCollimatorSightsComponent.

◆ UpdateReticleColor()

override void SCR_CollimatorSightsComponent.UpdateReticleColor ( vector  inner,
vector  glow 
)

Called to update reticle color.

Implements BaseCollimatorSightsComponent.

◆ UpdateReticlePosition()

override void SCR_CollimatorSightsComponent.UpdateReticlePosition ( float  u,
float  v,
float  uScale,
float  vScale 
)

Called to update the sight position U/V.

Implements BaseCollimatorSightsComponent.

◆ UpdateReticleShapeIndex()

override void SCR_CollimatorSightsComponent.UpdateReticleShapeIndex ( int  index)

Called to update the Reticle shape.

Implements BaseCollimatorSightsComponent.

Member Data Documentation

◆ ACTION_ILLUMINATION

const string SCR_CollimatorSightsComponent.ACTION_ILLUMINATION = "WeaponToggleSightsIllumination"
static

◆ m_bReticleDaylight

bool SCR_CollimatorSightsComponent.m_bReticleDaylight = true

◆ m_fDaylightBrightness

float SCR_CollimatorSightsComponent.m_fDaylightBrightness
protected

◆ m_fNightBrightness

float SCR_CollimatorSightsComponent.m_fNightBrightness
protected

◆ m_iColorIndex

int SCR_CollimatorSightsComponent.m_iColorIndex = -1

◆ m_managerComponent

SCR_CollimatorControllerComponent SCR_CollimatorSightsComponent.m_managerComponent

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