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

override void OnDamage (float damage, EDamageType type, IEntity pHitEntity, inout vector outMat[3], IEntity damageSource, notnull Instigator instigator, int colliderID, float speed)
 Called when the damage has been dealt by the server.
 
void SetState (int state)
 Sets desired animation state.
 
void SetStateMP (int state)
 
bool IsProxy ()
 Return if is proxy or not.
 
int GetState ()
 Return states of target <0, 1> standing or lies.
 
int GetSetDistance ()
 Return set distance of target from firing line.
 
int GetTargetOwner ()
 Return current owner of the target.
 
void SetTargetOwner (int playerID)
 Set current owner of the target.
 
void SetTargetMode (int targetMode)
 Seter of target mode.
 
int GetErectedDuration ()
 Return time, for how long the target should be in erected state.
 
bool GetValidityOfHit (vector coordOfHit)
 Returns true, if the hit is valid (player hit the area of the target, where we actually can calculate any score).
 
void SetAutoResetTarget (bool state)
 Returns state of autoreset.
 
bool IsHitValid (vector coordOfHit)
 Check what part of the target projectile hit.
 
bool IsIndicator ()
 Return true when the target is used as a hit indicator. Flase, if not.
 
void GetHitValue (vector coordOfHit, int playerID)
 Evaluate the hit coordinates and add a propper score.
 
override void EOnFrame (IEntity owner, float timeSlice)
 
override bool RplSave (ScriptBitWriter writer)
 
override bool RplLoad (ScriptBitReader reader)
 
override void EOnInit (IEntity owner)
 
void SCR_FiringRangeTarget (IEntitySource src, IEntity parent)
 
void ~SCR_FiringRangeTarget ()
 
void OnDamage (float damage, EDamageType type, IEntity pHitEntity, inout vector outMat[3], IEntity damageSource, notnull Instigator instigator, int colliderID, float speed)
 Called when the damage has been dealt by the server.
 

Public Attributes

ref ScriptInvoker Event_TargetChangeState = new ScriptInvoker
 

Static Public Attributes

const float SCORE_CENTER = 10
 
const float SCORE_CIRCLE_1 = 5
 
const float SCORE_CIRCLE_2 = 3
 
const float SCORE_CIRCLE_3 = 1
 
const float AREA_10_W_LEFT = 0.03
 
const float AREA_10_W_RIGHT = -0.03
 
const float AREA_10_H_UP = 1.15
 
const float AREA_10_H_DOWN = 1.03
 
const float AREA_5_W_LEFT = 0.08
 
const float AREA_5_W_RIGHT = -0.08
 
const float AREA_5_H_UP = 1.2
 
const float AREA_5_H_DOWN = 0.98
 
const float AREA_3_W_LEFT = 0.13
 
const float AREA_3_W_RIGHT = -0.13
 
const float AREA_3_H_UP = 1.32
 
const float AREA_3_H_DOWN = 0.84
 
const float AREA_1_W_LEFT = 0.28
 
const float AREA_1_W_RIGHT = -0.28
 
const float AREA_1_H_UP = 1.77
 
const float AREA_1_H_DOWN = 0.5
 
const float AREA_BOTTOM_VALID = 0.40
 

Protected Attributes

int m_iDesiredState
 Current state at any given time.
 
float m_fTimeInFoldedPosition
 Delay for how long target stays down.
 
int m_iTargetDistance
 Distance of the target.
 
float m_fTimeInErectedPosition
 Time, for how long target stays in erected position.
 
bool m_bIsIndicator
 Set if the target is firing line indicator or regular target

 
bool m_bWaitInPosition = false
 
float m_fFallenTargetTimer
 
bool m_bTargetHit = false
 

Constructor & Destructor Documentation

◆ SCR_FiringRangeTarget()

void SCR_FiringRangeTarget.SCR_FiringRangeTarget ( IEntitySource  src,
IEntity  parent 
)

◆ ~SCR_FiringRangeTarget()

void SCR_FiringRangeTarget.~SCR_FiringRangeTarget ( )

Member Function Documentation

◆ EOnFrame()

override void SCR_FiringRangeTarget.EOnFrame ( IEntity  owner,
float  timeSlice 
)

◆ EOnInit()

override void SCR_FiringRangeTarget.EOnInit ( IEntity  owner)

◆ GetErectedDuration()

int SCR_FiringRangeTarget.GetErectedDuration ( )

Return time, for how long the target should be in erected state.

◆ GetHitValue()

void SCR_FiringRangeTarget.GetHitValue ( vector  coordOfHit,
int  playerID 
)

Evaluate the hit coordinates and add a propper score.

◆ GetSetDistance()

int SCR_FiringRangeTarget.GetSetDistance ( )

Return set distance of target from firing line.

◆ GetState()

int SCR_FiringRangeTarget.GetState ( )

Return states of target <0, 1> standing or lies.

◆ GetTargetOwner()

int SCR_FiringRangeTarget.GetTargetOwner ( )

Return current owner of the target.

◆ GetValidityOfHit()

bool SCR_FiringRangeTarget.GetValidityOfHit ( vector  coordOfHit)

Returns true, if the hit is valid (player hit the area of the target, where we actually can calculate any score).

◆ IsHitValid()

bool SCR_FiringRangeTarget.IsHitValid ( vector  coordOfHit)

Check what part of the target projectile hit.

◆ IsIndicator()

bool SCR_FiringRangeTarget.IsIndicator ( )

Return true when the target is used as a hit indicator. Flase, if not.

◆ IsProxy()

bool SCR_FiringRangeTarget.IsProxy ( )

Return if is proxy or not.

◆ OnDamage()

override void SCR_FiringRangeTarget.OnDamage ( float  damage,
EDamageType  type,
IEntity  pHitEntity,
inout vector  outMat[3],
IEntity  damageSource,
notnull Instigator  instigator,
int  colliderID,
float  speed 
)

Called when the damage has been dealt by the server.

Parameters
damageDamage value.
typeDamage type.
pHitEntityDamaged entity.
hitDirNormHit position/direction/normal.
damageSourceProjectile entity.
damageSourceParentDamage source parent entity (soldier / vehicle).
colliderIDCollider ID if exists otherwise enf::BAD_INDEX.
speedProjectile velocity in m/s.

Implements BaseBuilding.

◆ RplLoad()

override bool SCR_FiringRangeTarget.RplLoad ( ScriptBitReader  reader)

◆ RplSave()

override bool SCR_FiringRangeTarget.RplSave ( ScriptBitWriter  writer)

◆ SetAutoResetTarget()

void SCR_FiringRangeTarget.SetAutoResetTarget ( bool  state)

Returns state of autoreset.

◆ SetState()

void SCR_FiringRangeTarget.SetState ( int  state)

Sets desired animation state.

◆ SetStateMP()

void SCR_FiringRangeTarget.SetStateMP ( int  state)

◆ SetTargetMode()

void SCR_FiringRangeTarget.SetTargetMode ( int  targetMode)

Seter of target mode.

◆ SetTargetOwner()

void SCR_FiringRangeTarget.SetTargetOwner ( int  playerID)

Set current owner of the target.

Member Data Documentation

◆ AREA_10_H_DOWN

const float SCR_FiringRangeTarget.AREA_10_H_DOWN = 1.03
static

◆ AREA_10_H_UP

const float SCR_FiringRangeTarget.AREA_10_H_UP = 1.15
static

◆ AREA_10_W_LEFT

const float SCR_FiringRangeTarget.AREA_10_W_LEFT = 0.03
static

◆ AREA_10_W_RIGHT

const float SCR_FiringRangeTarget.AREA_10_W_RIGHT = -0.03
static

◆ AREA_1_H_DOWN

const float SCR_FiringRangeTarget.AREA_1_H_DOWN = 0.5
static

◆ AREA_1_H_UP

const float SCR_FiringRangeTarget.AREA_1_H_UP = 1.77
static

◆ AREA_1_W_LEFT

const float SCR_FiringRangeTarget.AREA_1_W_LEFT = 0.28
static

◆ AREA_1_W_RIGHT

const float SCR_FiringRangeTarget.AREA_1_W_RIGHT = -0.28
static

◆ AREA_3_H_DOWN

const float SCR_FiringRangeTarget.AREA_3_H_DOWN = 0.84
static

◆ AREA_3_H_UP

const float SCR_FiringRangeTarget.AREA_3_H_UP = 1.32
static

◆ AREA_3_W_LEFT

const float SCR_FiringRangeTarget.AREA_3_W_LEFT = 0.13
static

◆ AREA_3_W_RIGHT

const float SCR_FiringRangeTarget.AREA_3_W_RIGHT = -0.13
static

◆ AREA_5_H_DOWN

const float SCR_FiringRangeTarget.AREA_5_H_DOWN = 0.98
static

◆ AREA_5_H_UP

const float SCR_FiringRangeTarget.AREA_5_H_UP = 1.2
static

◆ AREA_5_W_LEFT

const float SCR_FiringRangeTarget.AREA_5_W_LEFT = 0.08
static

◆ AREA_5_W_RIGHT

const float SCR_FiringRangeTarget.AREA_5_W_RIGHT = -0.08
static

◆ AREA_BOTTOM_VALID

const float SCR_FiringRangeTarget.AREA_BOTTOM_VALID = 0.40
static

◆ Event_TargetChangeState

ref ScriptInvoker SCR_FiringRangeTarget.Event_TargetChangeState = new ScriptInvoker

◆ m_bIsIndicator

bool SCR_FiringRangeTarget.m_bIsIndicator
protected

Set if the target is firing line indicator or regular target

◆ m_bTargetHit

bool SCR_FiringRangeTarget.m_bTargetHit = false
protected

◆ m_bWaitInPosition

bool SCR_FiringRangeTarget.m_bWaitInPosition = false
protected

◆ m_fFallenTargetTimer

float SCR_FiringRangeTarget.m_fFallenTargetTimer
protected

◆ m_fTimeInErectedPosition

float SCR_FiringRangeTarget.m_fTimeInErectedPosition
protected

Time, for how long target stays in erected position.

◆ m_fTimeInFoldedPosition

float SCR_FiringRangeTarget.m_fTimeInFoldedPosition
protected

Delay for how long target stays down.

◆ m_iDesiredState

int SCR_FiringRangeTarget.m_iDesiredState
protected

Current state at any given time.

◆ m_iTargetDistance

int SCR_FiringRangeTarget.m_iTargetDistance
protected

Distance of the target.

◆ SCORE_CENTER

const float SCR_FiringRangeTarget.SCORE_CENTER = 10
static

◆ SCORE_CIRCLE_1

const float SCR_FiringRangeTarget.SCORE_CIRCLE_1 = 5
static

◆ SCORE_CIRCLE_2

const float SCR_FiringRangeTarget.SCORE_CIRCLE_2 = 3
static

◆ SCORE_CIRCLE_3

const float SCR_FiringRangeTarget.SCORE_CIRCLE_3 = 1
static

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