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

Public Member Functions

override void EOnInit (IEntity owner)
 
void SetWeaponsGroup (notnull array< int > weaponsArray)
 
void SetFireMode (EWeaponGroupFireMode fireMode)
 
void SetRippleQuantity (int quantity)
 
void SetRippleInterval (int interval)
 
void NextWeaponsGroup ()
 
void NextFireMode ()
 
void NextRippleQuantity ()
 
void GetAvailableFireModes (notnull out array< int > availableFireModes)
 
int GetWeaponGroupID (out string name)
 
SCR_WeaponGroup GetCurrentWeaponGroup (out string name)
 
void GetAllWeaponGroups (out array< ref SCR_WeaponGroup > weaponGroups)
 
EWeaponGroupFireMode GetFireMode (out string name=string.Empty)
 
int GetRippleQuantity ()
 
int GetRippleInterval ()
 
override void OnPostInit (IEntity owner)
 

Protected Member Functions

void OnWeaponGroupBumped ()
 
void OnFireModeBumped ()
 
void OnRippleIntervalBumped ()
 
void OnRippleQuantityBumped ()
 
void OnCompartmentEntered (IEntity vehicle, BaseCompartmentManagerComponent mgr, IEntity occupant, int managerId, int slotID)
 because weaponGroups are replicated over character controller, we set the base settings only once the first character enters
 
void ConfigureWeaponsGroup (array< int > weapons=null, int mode=-1, int rippleQuantity=-1, int rippleInterval=-1)
 
void GetAvailableRippleQuantities (notnull out array< int > availableRippleQuantities)
 

Protected Attributes

ref array< ref SCR_WeaponGroupm_aWeaponGroups
 
TurretControllerComponent turretController
 
EWeaponGroupFireMode m_eSetFireMode
 
int m_iCurrentWeaponGroup
 
ref array< int > m_aSetWeaponsGroup = {}
 
EWeaponGroupFireMode m_eCurrentFireMode
 
float m_fRippleInterval = 100
 
int m_iRippleQuantity
 

Static Protected Attributes

const string EVENT_NAME_ENTER_COMPARTMENT = "OnCompartmentEntered"
 

Member Function Documentation

◆ ConfigureWeaponsGroup()

void SCR_FireModeManagerComponent.ConfigureWeaponsGroup ( array< int > weapons = null,
int mode = -1,
int rippleQuantity = -1,
int rippleInterval = -1 )
protected

◆ EOnInit()

override void SCR_FireModeManagerComponent.EOnInit ( IEntity owner)

◆ GetAllWeaponGroups()

void SCR_FireModeManagerComponent.GetAllWeaponGroups ( out array< ref SCR_WeaponGroup > weaponGroups)
Parameters
[out]weaponGroupsreturns the m_aWeaponGroups array

◆ GetAvailableFireModes()

void SCR_FireModeManagerComponent.GetAvailableFireModes ( notnull out array< int > availableFireModes)

◆ GetAvailableRippleQuantities()

void SCR_FireModeManagerComponent.GetAvailableRippleQuantities ( notnull out array< int > availableRippleQuantities)
protected

◆ GetCurrentWeaponGroup()

SCR_WeaponGroup SCR_FireModeManagerComponent.GetCurrentWeaponGroup ( out string name)

◆ GetFireMode()

EWeaponGroupFireMode SCR_FireModeManagerComponent.GetFireMode ( out string name = string::Empty)

◆ GetRippleInterval()

int SCR_FireModeManagerComponent.GetRippleInterval ( )

◆ GetRippleQuantity()

int SCR_FireModeManagerComponent.GetRippleQuantity ( )

◆ GetWeaponGroupID()

int SCR_FireModeManagerComponent.GetWeaponGroupID ( out string name)

◆ NextFireMode()

void SCR_FireModeManagerComponent.NextFireMode ( )

◆ NextRippleQuantity()

void SCR_FireModeManagerComponent.NextRippleQuantity ( )

◆ NextWeaponsGroup()

void SCR_FireModeManagerComponent.NextWeaponsGroup ( )

◆ OnCompartmentEntered()

void SCR_FireModeManagerComponent.OnCompartmentEntered ( IEntity vehicle,
BaseCompartmentManagerComponent mgr,
IEntity occupant,
int managerId,
int slotID )
protected

because weaponGroups are replicated over character controller, we set the base settings only once the first character enters

◆ OnFireModeBumped()

void SCR_FireModeManagerComponent.OnFireModeBumped ( )
protected

◆ OnPostInit()

override void SCR_FireModeManagerComponent.OnPostInit ( IEntity owner)

◆ OnRippleIntervalBumped()

void SCR_FireModeManagerComponent.OnRippleIntervalBumped ( )
protected

◆ OnRippleQuantityBumped()

void SCR_FireModeManagerComponent.OnRippleQuantityBumped ( )
protected

◆ OnWeaponGroupBumped()

void SCR_FireModeManagerComponent.OnWeaponGroupBumped ( )
protected

◆ SetFireMode()

void SCR_FireModeManagerComponent.SetFireMode ( EWeaponGroupFireMode fireMode)

◆ SetRippleInterval()

void SCR_FireModeManagerComponent.SetRippleInterval ( int interval)

◆ SetRippleQuantity()

void SCR_FireModeManagerComponent.SetRippleQuantity ( int quantity)

◆ SetWeaponsGroup()

void SCR_FireModeManagerComponent.SetWeaponsGroup ( notnull array< int > weaponsArray)

Member Data Documentation

◆ EVENT_NAME_ENTER_COMPARTMENT

const string SCR_FireModeManagerComponent.EVENT_NAME_ENTER_COMPARTMENT = "OnCompartmentEntered"
staticprotected

◆ m_aSetWeaponsGroup

ref array<int> SCR_FireModeManagerComponent.m_aSetWeaponsGroup = {}
protected

◆ m_aWeaponGroups

ref array<ref SCR_WeaponGroup> SCR_FireModeManagerComponent.m_aWeaponGroups
protected

◆ m_eCurrentFireMode

EWeaponGroupFireMode SCR_FireModeManagerComponent.m_eCurrentFireMode
protected

◆ m_eSetFireMode

EWeaponGroupFireMode SCR_FireModeManagerComponent.m_eSetFireMode
protected

◆ m_fRippleInterval

float SCR_FireModeManagerComponent.m_fRippleInterval = 100
protected

◆ m_iCurrentWeaponGroup

int SCR_FireModeManagerComponent.m_iCurrentWeaponGroup
protected

◆ m_iRippleQuantity

int SCR_FireModeManagerComponent.m_iRippleQuantity
protected

◆ turretController

TurretControllerComponent SCR_FireModeManagerComponent.turretController
protected

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