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

Public Member Functions

OnTurretFireModeValuesChangedInvoker GetOnTurretFireModeValuesChanged ()
 
override void EOnInit (IEntity owner)
 
void SetRippleInterval (int interval)
 
void NextWeaponsGroup ()
 
void NextFireMode ()
 
void NextRippleQuantity ()
 
int GetNumberOfAvailableFireModes ()
 
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 GetAvialableRippleQuantities (notnull array< int > output)
 
int GetRippleQuantity ()
 
int GetRippleInterval ()
 
void ChangeFireModeValues (SCR_EFireModeChange change, int newValue)
 
void SetUpAllActionListeners (notnull ChimeraCharacter controllingCharacter)
 
void RemoveActionListeners ()
 
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 SetWeaponsGroup (int weaponGroupId)
 
void SetWeaponsGroup (array< int > weaponsGroups)
 
void SetFireMode (EWeaponGroupFireMode fireMode)
 
void SetRippleQuantity (int quantity)
 
void ConfigureWeaponsGroup (array< int > weapons=null, int mode=-1, int rippleQuantity=-1, int rippleInterval=-1)
 
void GetAvailableRippleQuantities (notnull out array< int > availableRippleQuantities)
 
void ReplicatedNextWeaponGroup (float value=0.0, EActionTrigger reason=0, string actionName=string.Empty)
 Callback method triggered by key press.
 
void ReplicatedNextFireMode (float value=0.0, EActionTrigger reason=0, string actionName=string.Empty)
 Callback method triggered by key press.
 
void ReplicatedNextRippleQuantity (float value=0.0, EActionTrigger reason=0, string actionName=string.Empty)
 Callback method triggered by key press.
 
void SetUpWeaponGroupActionListeners ()
 
void SetUpFireModeActionListeners ()
 
void SetUpRippleQuantityActionListeners ()
 

Protected Attributes

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

Static Protected Attributes

const string EVENT_NAME_ENTER_COMPARTMENT = "OnCompartmentEntered"
 
const string ACTION_NAME_RIPPLE_QUANTITY = "TurretWeaponNextRippleQuantity"
 
const string ACTION_NAME_FIRE_MODE = "TurretWeaponNextFireMode"
 
const string ACTION_NAME_WEAPON_GROUP = "TurretNextWeapon"
 

Member Function Documentation

◆ ChangeFireModeValues()

void SCR_FireModeManagerComponent.ChangeFireModeValues ( SCR_EFireModeChange change,
int newValue )
Parameters
[in]change
[in]newValue

◆ 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)
Parameters
[out]availableFireModes

◆ GetAvailableRippleQuantities()

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

◆ GetAvialableRippleQuantities()

int SCR_FireModeManagerComponent.GetAvialableRippleQuantities ( notnull array< int > output)
Parameters
[in]output
Returns

◆ GetCurrentWeaponGroup()

SCR_WeaponGroup SCR_FireModeManagerComponent.GetCurrentWeaponGroup ( out string name)
Parameters
[out]name
Returns

◆ GetFireMode()

EWeaponGroupFireMode SCR_FireModeManagerComponent.GetFireMode ( out string name = string::Empty)
Parameters
[out]name
Returns

◆ GetNumberOfAvailableFireModes()

int SCR_FireModeManagerComponent.GetNumberOfAvailableFireModes ( )
Returns

◆ GetOnTurretFireModeValuesChanged()

OnTurretFireModeValuesChangedInvoker SCR_FireModeManagerComponent.GetOnTurretFireModeValuesChanged ( )
Returns

◆ GetRippleInterval()

int SCR_FireModeManagerComponent.GetRippleInterval ( )
Returns

◆ GetRippleQuantity()

int SCR_FireModeManagerComponent.GetRippleQuantity ( )
Returns

◆ GetWeaponGroupID()

int SCR_FireModeManagerComponent.GetWeaponGroupID ( out string name)
Parameters
[out]name
Returns

◆ 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

Parameters
[in]vehicle
[in]mgr
[in]occupant
[in]managerId
[in]slotID

◆ 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

◆ RemoveActionListeners()

void SCR_FireModeManagerComponent.RemoveActionListeners ( )

◆ ReplicatedNextFireMode()

void SCR_FireModeManagerComponent.ReplicatedNextFireMode ( float value = 0::0,
EActionTrigger reason = 0,
string actionName = string::Empty )
protected

Callback method triggered by key press.

Used to select ask the server to select next fire mode

Parameters
[in]value
[in]reason
[in]actionName

◆ ReplicatedNextRippleQuantity()

void SCR_FireModeManagerComponent.ReplicatedNextRippleQuantity ( float value = 0::0,
EActionTrigger reason = 0,
string actionName = string::Empty )
protected

Callback method triggered by key press.

Used to select ask the server to select next ripple quantity

Parameters
[in]value
[in]reason
[in]actionName

◆ ReplicatedNextWeaponGroup()

void SCR_FireModeManagerComponent.ReplicatedNextWeaponGroup ( float value = 0::0,
EActionTrigger reason = 0,
string actionName = string::Empty )
protected

Callback method triggered by key press.

Used to select ask the server to select next weapon group

Parameters
[in]value
[in]reason
[in]actionName

◆ SetFireMode()

void SCR_FireModeManagerComponent.SetFireMode ( EWeaponGroupFireMode fireMode)
protected
Parameters
[in]fireMode

◆ SetRippleInterval()

void SCR_FireModeManagerComponent.SetRippleInterval ( int interval)
Parameters
[in]interval

◆ SetRippleQuantity()

void SCR_FireModeManagerComponent.SetRippleQuantity ( int quantity)
protected
Parameters
[in]quantity

◆ SetUpAllActionListeners()

void SCR_FireModeManagerComponent.SetUpAllActionListeners ( notnull ChimeraCharacter controllingCharacter)
Parameters
[in]controllingCharacter

◆ SetUpFireModeActionListeners()

void SCR_FireModeManagerComponent.SetUpFireModeActionListeners ( )
protected

◆ SetUpRippleQuantityActionListeners()

void SCR_FireModeManagerComponent.SetUpRippleQuantityActionListeners ( )
protected

◆ SetUpWeaponGroupActionListeners()

void SCR_FireModeManagerComponent.SetUpWeaponGroupActionListeners ( )
protected

◆ SetWeaponsGroup() [1/2]

void SCR_FireModeManagerComponent.SetWeaponsGroup ( array< int > weaponsGroups)
protected
Parameters
[in]weaponsGroups

◆ SetWeaponsGroup() [2/2]

void SCR_FireModeManagerComponent.SetWeaponsGroup ( int weaponGroupId)
protected
Parameters
[in]weaponGroupId

Member Data Documentation

◆ ACTION_NAME_FIRE_MODE

const string SCR_FireModeManagerComponent.ACTION_NAME_FIRE_MODE = "TurretWeaponNextFireMode"
staticprotected

◆ ACTION_NAME_RIPPLE_QUANTITY

const string SCR_FireModeManagerComponent.ACTION_NAME_RIPPLE_QUANTITY = "TurretWeaponNextRippleQuantity"
staticprotected

◆ ACTION_NAME_WEAPON_GROUP

const string SCR_FireModeManagerComponent.ACTION_NAME_WEAPON_GROUP = "TurretNextWeapon"
staticprotected

◆ 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_ControllingCharacter

ChimeraCharacter SCR_FireModeManagerComponent.m_ControllingCharacter
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

◆ m_OnTurretFireModeValuesChanged

ref OnTurretFireModeValuesChangedInvoker SCR_FireModeManagerComponent.m_OnTurretFireModeValuesChanged
protected

◆ turretController

TurretControllerComponent SCR_FireModeManagerComponent.turretController
protected

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