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Arma Reforger Script API
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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 () |
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 |
| void SCR_FiringRangeTarget.SCR_FiringRangeTarget | ( | IEntitySource | src, |
| IEntity | parent ) |
| void SCR_FiringRangeTarget.~SCR_FiringRangeTarget | ( | ) |
| override void SCR_FiringRangeTarget.EOnFrame | ( | IEntity | owner, |
| float | timeSlice ) |
| override void SCR_FiringRangeTarget.EOnInit | ( | IEntity | owner | ) |
| int SCR_FiringRangeTarget.GetErectedDuration | ( | ) |
Return time, for how long the target should be in erected state.
| void SCR_FiringRangeTarget.GetHitValue | ( | vector | coordOfHit, |
| int | playerID ) |
Evaluate the hit coordinates and add a propper score.
| int SCR_FiringRangeTarget.GetSetDistance | ( | ) |
Return set distance of target from firing line.
| int SCR_FiringRangeTarget.GetState | ( | ) |
Return states of target <0, 1> standing or lies.
| int SCR_FiringRangeTarget.GetTargetOwner | ( | ) |
Return current owner of the target.
| 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).
| bool SCR_FiringRangeTarget.IsHitValid | ( | vector | coordOfHit | ) |
Check what part of the target projectile hit.
| bool SCR_FiringRangeTarget.IsIndicator | ( | ) |
Return true when the target is used as a hit indicator. Flase, if not.
| bool SCR_FiringRangeTarget.IsProxy | ( | ) |
Return if is proxy or not.
| 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.
| damage | Damage value. |
| type | Damage type. |
| pHitEntity | Damaged entity. |
| hitDirNorm | Hit position/direction/normal. |
| damageSource | Projectile entity. |
| damageSourceParent | Damage source parent entity (soldier / vehicle). |
| colliderID | Collider ID if exists otherwise enf::BAD_INDEX. |
| speed | Projectile velocity in m/s. |
Implements BaseBuilding.
| override bool SCR_FiringRangeTarget.RplLoad | ( | ScriptBitReader | reader | ) |
| override bool SCR_FiringRangeTarget.RplSave | ( | ScriptBitWriter | writer | ) |
| void SCR_FiringRangeTarget.SetAutoResetTarget | ( | bool | state | ) |
Returns state of autoreset.
| void SCR_FiringRangeTarget.SetState | ( | int | state | ) |
Sets desired animation state.
| void SCR_FiringRangeTarget.SetStateMP | ( | int | state | ) |
| void SCR_FiringRangeTarget.SetTargetMode | ( | int | targetMode | ) |
Seter of target mode.
| void SCR_FiringRangeTarget.SetTargetOwner | ( | int | playerID | ) |
Set current owner of the target.
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| ref ScriptInvoker SCR_FiringRangeTarget.Event_TargetChangeState = new ScriptInvoker |
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Set if the target is firing line indicator or regular target.
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Time, for how long target stays in erected position.
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Delay for how long target stays down.
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Current state at any given time.
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Distance of the target.
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