Arma Reforger Script API
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SCR_EditorImagePositionEntity Interface Reference
Inheritance diagram for SCR_EditorImagePositionEntity:

Public Member Functions

float GetDelay ()
 
int GetPriority ()
 
bool IsSuitable (array< EEditableEntityLabel > labels)
 
SCR_EditorImagePositionEntity FindSuitableSubPosition (SCR_SortedArray< SCR_EditorImagePositionEntity > subPositions, array< EEditableEntityLabel > labels)
 
bool ActivatePosition (ResourceName prefab)
 
void DeactivatePosition ()
 
void EOnImagePositonActivate (IEntity entity)
 
override void EOnInit (IEntity owner)
 
void SCR_EditorImagePositionEntity (IEntitySource src, IEntity parent)
 
void ~SCR_EditorImagePositionEntity ()
 
override int _WB_GetAfterWorldUpdateSpecs (IEntitySource src)
 
override void _WB_AfterWorldUpdate (float timeSlice)
 

Protected Member Functions

void AddSubPosition (SCR_EditorImagePositionEntity subPosition)
 
void UpdateNearbyEntities ()
 
bool QueryEntitiesCallback (IEntity e)
 
string GetPositionName ()
 
void ActivateCharacterPosition (ResourceName prefab)
 
SCR_EditorImagePositionCharacterPose CurrentPose (notnull IEntity entity, SCR_EditorImagePositionEntity position=this)
 Return pose used for current character.
 
void SetPose (IEntity entity, notnull SCR_EditorImagePositionCharacterPose pose, ResourceName armsIK)
 Set character pose animation and holding weapon animation.
 
ResourceName CharacterWeaponIK (Resource characterResource, SCR_EditorImagePositionCharacterPose pose)
 Find anim IK of currently held player weapon.
 
void CloneCharacter (out IEntity character, vector transform[4])
 
bool ActivateGroupPosition (SCR_AIGroup group, EntitySpawnParams spawnParams)
 

Protected Attributes

ref array< EEditableEntityLabel > m_Labels
 
float m_fDelay
 
int m_iPriority
 
ResourceName m_PreviewMesh
 
bool m_bEnablePhysics
 
bool m_bUseBoundingCenter
 
bool m_bMustFitInView
 
ref array< string > m_aCameraNames
 
ResourceName m_PosesGraph
 
ResourceName m_PosesInstance
 
string m_sStartNode
 
string m_sPoseVar
 
int m_iPoseID
 
int m_iArmIK
 
ResourceName m_ArmIKResource
 
EWeaponType m_ForceWeaponType
 
float m_fLatitude
 
float m_fLongitude
 
float m_fTime
 
int m_iYear
 
int m_iMonth
 
int m_iDay
 
ref SCR_EditorImagePositionCharacterPose m_DefaultPose
 
ref array< ref SCR_EditorImagePositionCharacterPosem_aFactionPoses
 
ref array< SCR_CameraBasem_aCameras = {}
 
SCR_EditorImagePositionEntity m_Parent
 
ref SCR_SortedArray< SCR_EditorImagePositionEntitym_aSubPositions = new SCR_SortedArray<SCR_EditorImagePositionEntity>()
 
IEntity m_Entity
 
ref array< IEntity > m_aCurrentNearbyEntities = {}
 
ref array< IEntity > m_aOriginalNearbyEntities = {}
 
string m_sNewWeaponMesh
 
string m_sCurrentWeaponMesh
 

Static Protected Attributes

const float ANIM_TIME_STEP = 30.0
 
const string ANIM_ARM_IK = "ArmIK"
 

Constructor & Destructor Documentation

◆ SCR_EditorImagePositionEntity()

void SCR_EditorImagePositionEntity.SCR_EditorImagePositionEntity ( IEntitySource src,
IEntity parent )

◆ ~SCR_EditorImagePositionEntity()

void SCR_EditorImagePositionEntity.~SCR_EditorImagePositionEntity ( )

Member Function Documentation

◆ _WB_AfterWorldUpdate()

override void SCR_EditorImagePositionEntity._WB_AfterWorldUpdate ( float timeSlice)

◆ _WB_GetAfterWorldUpdateSpecs()

override int SCR_EditorImagePositionEntity._WB_GetAfterWorldUpdateSpecs ( IEntitySource src)

◆ ActivateCharacterPosition()

void SCR_EditorImagePositionEntity.ActivateCharacterPosition ( ResourceName prefab)
protected

◆ ActivateGroupPosition()

bool SCR_EditorImagePositionEntity.ActivateGroupPosition ( SCR_AIGroup group,
EntitySpawnParams spawnParams )
protected

◆ ActivatePosition()

bool SCR_EditorImagePositionEntity.ActivatePosition ( ResourceName prefab)

◆ AddSubPosition()

void SCR_EditorImagePositionEntity.AddSubPosition ( SCR_EditorImagePositionEntity subPosition)
protected

◆ CharacterWeaponIK()

ResourceName SCR_EditorImagePositionEntity.CharacterWeaponIK ( Resource characterResource,
SCR_EditorImagePositionCharacterPose pose )
protected

Find anim IK of currently held player weapon.

◆ CloneCharacter()

void SCR_EditorImagePositionEntity.CloneCharacter ( out IEntity character,
vector transform[4] )
protected

◆ CurrentPose()

SCR_EditorImagePositionCharacterPose SCR_EditorImagePositionEntity.CurrentPose ( notnull IEntity entity,
SCR_EditorImagePositionEntity position = this )
protected

Return pose used for current character.

◆ DeactivatePosition()

void SCR_EditorImagePositionEntity.DeactivatePosition ( )

◆ EOnImagePositonActivate()

void SCR_EditorImagePositionEntity.EOnImagePositonActivate ( IEntity entity)

◆ EOnInit()

override void SCR_EditorImagePositionEntity.EOnInit ( IEntity owner)

◆ FindSuitableSubPosition()

SCR_EditorImagePositionEntity SCR_EditorImagePositionEntity.FindSuitableSubPosition ( SCR_SortedArray< SCR_EditorImagePositionEntity > subPositions,
array< EEditableEntityLabel > labels )

◆ GetDelay()

float SCR_EditorImagePositionEntity.GetDelay ( )

◆ GetPositionName()

string SCR_EditorImagePositionEntity.GetPositionName ( )
protected

◆ GetPriority()

int SCR_EditorImagePositionEntity.GetPriority ( )

◆ IsSuitable()

bool SCR_EditorImagePositionEntity.IsSuitable ( array< EEditableEntityLabel > labels)

◆ QueryEntitiesCallback()

bool SCR_EditorImagePositionEntity.QueryEntitiesCallback ( IEntity e)
protected

◆ SetPose()

void SCR_EditorImagePositionEntity.SetPose ( IEntity entity,
notnull SCR_EditorImagePositionCharacterPose pose,
ResourceName armsIK )
protected

Set character pose animation and holding weapon animation.

◆ UpdateNearbyEntities()

void SCR_EditorImagePositionEntity.UpdateNearbyEntities ( )
protected

Member Data Documentation

◆ ANIM_ARM_IK

const string SCR_EditorImagePositionEntity.ANIM_ARM_IK = "ArmIK"
staticprotected

◆ ANIM_TIME_STEP

const float SCR_EditorImagePositionEntity.ANIM_TIME_STEP = 30.0
staticprotected

◆ m_aCameraNames

ref array<string> SCR_EditorImagePositionEntity.m_aCameraNames
protected

◆ m_aCameras

ref array<SCR_CameraBase> SCR_EditorImagePositionEntity.m_aCameras = {}
protected

◆ m_aCurrentNearbyEntities

ref array<IEntity> SCR_EditorImagePositionEntity.m_aCurrentNearbyEntities = {}
protected

◆ m_aFactionPoses

ref array<ref SCR_EditorImagePositionCharacterPose> SCR_EditorImagePositionEntity.m_aFactionPoses
protected

◆ m_aOriginalNearbyEntities

ref array<IEntity> SCR_EditorImagePositionEntity.m_aOriginalNearbyEntities = {}
protected

◆ m_ArmIKResource

ResourceName SCR_EditorImagePositionEntity.m_ArmIKResource
protected

◆ m_aSubPositions

ref SCR_SortedArray<SCR_EditorImagePositionEntity> SCR_EditorImagePositionEntity.m_aSubPositions = new SCR_SortedArray<SCR_EditorImagePositionEntity>()
protected

◆ m_bEnablePhysics

bool SCR_EditorImagePositionEntity.m_bEnablePhysics
protected

◆ m_bMustFitInView

bool SCR_EditorImagePositionEntity.m_bMustFitInView
protected

◆ m_bUseBoundingCenter

bool SCR_EditorImagePositionEntity.m_bUseBoundingCenter
protected

◆ m_DefaultPose

ref SCR_EditorImagePositionCharacterPose SCR_EditorImagePositionEntity.m_DefaultPose
protected

◆ m_Entity

IEntity SCR_EditorImagePositionEntity.m_Entity
protected

◆ m_fDelay

float SCR_EditorImagePositionEntity.m_fDelay
protected

◆ m_fLatitude

float SCR_EditorImagePositionEntity.m_fLatitude
protected

◆ m_fLongitude

float SCR_EditorImagePositionEntity.m_fLongitude
protected

◆ m_ForceWeaponType

EWeaponType SCR_EditorImagePositionEntity.m_ForceWeaponType
protected

◆ m_fTime

float SCR_EditorImagePositionEntity.m_fTime
protected

◆ m_iArmIK

int SCR_EditorImagePositionEntity.m_iArmIK
protected

◆ m_iDay

int SCR_EditorImagePositionEntity.m_iDay
protected

◆ m_iMonth

int SCR_EditorImagePositionEntity.m_iMonth
protected

◆ m_iPoseID

int SCR_EditorImagePositionEntity.m_iPoseID
protected

◆ m_iPriority

int SCR_EditorImagePositionEntity.m_iPriority
protected

◆ m_iYear

int SCR_EditorImagePositionEntity.m_iYear
protected

◆ m_Labels

ref array<EEditableEntityLabel> SCR_EditorImagePositionEntity.m_Labels
protected

◆ m_Parent

SCR_EditorImagePositionEntity SCR_EditorImagePositionEntity.m_Parent
protected

◆ m_PosesGraph

ResourceName SCR_EditorImagePositionEntity.m_PosesGraph
protected

◆ m_PosesInstance

ResourceName SCR_EditorImagePositionEntity.m_PosesInstance
protected

◆ m_PreviewMesh

ResourceName SCR_EditorImagePositionEntity.m_PreviewMesh
protected

◆ m_sCurrentWeaponMesh

string SCR_EditorImagePositionEntity.m_sCurrentWeaponMesh
protected

◆ m_sNewWeaponMesh

string SCR_EditorImagePositionEntity.m_sNewWeaponMesh
protected

◆ m_sPoseVar

string SCR_EditorImagePositionEntity.m_sPoseVar
protected

◆ m_sStartNode

string SCR_EditorImagePositionEntity.m_sStartNode
protected

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