Arma Reforger Script API
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SCR_MortarMuzzleComponent Interface Reference
Inheritance diagram for SCR_MortarMuzzleComponent:
MortarMuzzleComponent MuzzleInMagComponent BaseMuzzleComponent GameComponent

Public Member Functions

override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 
bool IsBeingLoaded ()
 
void SetLoadingState (bool newState)
 
vector GetMuzzleDirection ()
 
float GetMuzzleElevation ()
 
void OnShellLoaded (IEntity item, int slotID)
 Call back method that is triggered on item insertion and is used to play shell loading sound.
 
void LoadShell (notnull SCR_MortarShellGadgetComponent shellComp, notnull ChimeraCharacter character, float fuzeTime=-1, bool fromLeftSide=false)
 Starts the animation of dropping the shell in the mortar barrel.
 
void OnWeaponFired (IEntity effectEntity, BaseMuzzleComponent muzzle, IEntity projectileEntity)
 Callback method used to trigger mortar recoil animation.
 
void ResetRecoilAnimationVariable (TAnimGraphVariable varId)
 Method used to reset the animation variable to its default value.
 
- Public Member Functions inherited from MortarMuzzleComponent
proto external void LoadMortar (IEntity shell)
 
- Public Member Functions inherited from BaseMuzzleComponent
proto external bool IsMuzzleSuppressed ()
 
proto external EMuzzleType GetMuzzleType ()
 
proto external int GetNextFireModeIndex ()
 
proto external int GetFireModesCount ()
 
proto external int GetFireModeIndex ()
 
proto external int GetFireModesList (out notnull array< BaseFireMode > outFireModes)
 
proto external BaseFireMode GetCurrentFireMode ()
 
proto external int GetBarrelsCount ()
 
proto external int GetCurrentBarrelIndex ()
 
proto external int GetLastBarrelFired ()
 
proto external bool IsBarrelChambered (int barrelIndex)
 
proto external bool IsCurrentBarrelChambered ()
 
proto external bool IsChamberingPossible ()
 
proto external bool ClearChamber (int barrelIndex)
 
proto external bool IsDisposable ()
 
proto external int GetAmmoCount ()
 
proto external int GetMaxAmmoCount ()
 
proto external BaseMagazineComponent GetMagazine ()
 
proto external BaseMagazineWell GetMagazineWell ()
 
proto external ResourceName GetDefaultMagazineOrProjectileName ()
 
proto external UIInfo GetUIInfo ()
 
proto external bool GetOpenBoltState ()
 
proto external owned string GetGamepadEffectContext ()
 
proto external void SetGamepadEffectsEnabled (bool val)
 
proto external WeaponGamepadEffectsManagerComponent GetGamepadEffectsManager ()
 
proto external IEntity GetOwner ()
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Protected Member Functions

void SetAnimationAttributes (notnull CharacterControllerComponent controller, bool loadedFromLeftSide)
 Method used to set currently used animation attributes.
 
ChimeraCharacter FindResponsibleCharacter (notnull SCR_CharacterControllerComponent controller)
 Method used determine who should be blamed for the damage that shell will do.
 
void OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd, SCR_CharacterControllerComponent controller)
 Callback called when animation event happens.
 
void TransferShellToMortar ()
 Moves currently loaded shell from loaders inventory to the mortar inventory It will also attempt to find next shell that should be equipped when current shell is successfully transferred.
 
void OnAnimationEnded (IEntity item, bool successful, ItemUseParameters animParams)
 Callback called when animation of using the item ends.
 
void SynchronizeLoaderData (RplId loaderRplId, bool loadedFromLeftSide)
 

Protected Attributes

string m_sFireActionName
 
string m_sFirePowerSignalName
 
ref PointInfo m_LoaderPosition
 
ref PointInfo m_LoaderPositionLeft
 
vector m_vVerticalAngleLimits
 
SCR_CharacterControllerComponent m_CharController
 
SCR_MortarShellGadgetComponent m_ShellComponent
 
TurretControllerComponent m_TurretController
 
AnimationEventID m_MortarFireEnd = -1
 
AnimationEventID m_MortarFireReady = -1
 
AnimationEventID m_MortarFireStart = -1
 
bool m_bLoadedFromLeftSide
 
bool m_bBeingLoaded
 

Static Protected Attributes

const string ANIM_EVENT_NAME_FIRE = "MortarFireReady"
 
const string ANIM_EVENT_NAME_START = "MortarFireStart"
 
const string ANIM_EVENT_NAME_END = "Event_DetachCharacter"
 
const string ANIM_VARIABLE_FIRING = "Firing"
 
const string ANIM_VARIABLE_LEFT_SIDE = "IsLeftSide"
 
const string ANIM_BIND_COMMAND = "CMD_Item_Action"
 
const string ANIM_ENTRY_POINT = "FireMasterControl"
 
const string ANIM_BINDING_NAME = "Weapon"
 

Member Function Documentation

◆ EOnInit()

override void SCR_MortarMuzzleComponent.EOnInit ( IEntity owner)

Implements MortarMuzzleComponent.

◆ FindResponsibleCharacter()

ChimeraCharacter SCR_MortarMuzzleComponent.FindResponsibleCharacter ( notnull SCR_CharacterControllerComponent controller)
protected

Method used determine who should be blamed for the damage that shell will do.

Parameters
[in]controllerof the loader
Returns
character that should be considered a responsible party for the damage that shell will do

◆ GetMuzzleDirection()

vector SCR_MortarMuzzleComponent.GetMuzzleDirection ( )

◆ GetMuzzleElevation()

float SCR_MortarMuzzleComponent.GetMuzzleElevation ( )

◆ IsBeingLoaded()

bool SCR_MortarMuzzleComponent.IsBeingLoaded ( )

◆ LoadShell()

void SCR_MortarMuzzleComponent.LoadShell ( notnull SCR_MortarShellGadgetComponent shellComp,
notnull ChimeraCharacter character,
float fuzeTime = -1,
bool fromLeftSide = false )

Starts the animation of dropping the shell in the mortar barrel.

Parameters
[in]shellCompfrom loaded shell
[in]characterloader who will be responsible for the damage that shell will cause
[in]fuzeTimewhen set to -1 then new one will be calculated based on curent muzzle elevation
[in]fromLeftSideif loading animation should use left point info

◆ OnAnimationEnded()

void SCR_MortarMuzzleComponent.OnAnimationEnded ( IEntity item,
bool successful,
ItemUseParameters animParams )
protected

Callback called when animation of using the item ends.

Parameters
[in]itemanimated item
[in]successfulif animation was able to finish or was interrupted
[in]animParamsparameters that were used to play this animation

◆ OnAnimationEvent()

void SCR_MortarMuzzleComponent.OnAnimationEvent ( AnimationEventID animEventType,
AnimationEventID animUserString,
int intParam,
float timeFromStart,
float timeToEnd,
SCR_CharacterControllerComponent controller )
protected

Callback called when animation event happens.

Parameters
[in]animEventTypeID of animation event.
[in]animUserStringString parameter of animation event
[in]intParamint parameter of animation event
[in]timeFromStarttime from Start of animation event
[in]timeToEndtime to end of animation event
[in]controllerwhich triggered this event

◆ OnPostInit()

override void SCR_MortarMuzzleComponent.OnPostInit ( IEntity owner)

Implements MortarMuzzleComponent.

◆ OnShellLoaded()

void SCR_MortarMuzzleComponent.OnShellLoaded ( IEntity item,
int slotID )

Call back method that is triggered on item insertion and is used to play shell loading sound.

Parameters
[in]itemthat was inserted
[in]slotID

◆ OnWeaponFired()

void SCR_MortarMuzzleComponent.OnWeaponFired ( IEntity effectEntity,
BaseMuzzleComponent muzzle,
IEntity projectileEntity )

Callback method used to trigger mortar recoil animation.

Parameters
[in]effectEntity
[in]muzzle
[in]projectileEntity

◆ ResetRecoilAnimationVariable()

void SCR_MortarMuzzleComponent.ResetRecoilAnimationVariable ( TAnimGraphVariable varId)

Method used to reset the animation variable to its default value.

◆ SetAnimationAttributes()

void SCR_MortarMuzzleComponent.SetAnimationAttributes ( notnull CharacterControllerComponent controller,
bool loadedFromLeftSide )
protected

Method used to set currently used animation attributes.

Parameters
[in]controllerof the character that is going to be executing the animation
[in]loadedFromLeftSide

◆ SetLoadingState()

void SCR_MortarMuzzleComponent.SetLoadingState ( bool newState)

◆ SynchronizeLoaderData()

void SCR_MortarMuzzleComponent.SynchronizeLoaderData ( RplId loaderRplId,
bool loadedFromLeftSide )
protected

◆ TransferShellToMortar()

void SCR_MortarMuzzleComponent.TransferShellToMortar ( )
protected

Moves currently loaded shell from loaders inventory to the mortar inventory It will also attempt to find next shell that should be equipped when current shell is successfully transferred.

Member Data Documentation

◆ ANIM_BIND_COMMAND

const string SCR_MortarMuzzleComponent.ANIM_BIND_COMMAND = "CMD_Item_Action"
staticprotected

◆ ANIM_BINDING_NAME

const string SCR_MortarMuzzleComponent.ANIM_BINDING_NAME = "Weapon"
staticprotected

◆ ANIM_ENTRY_POINT

const string SCR_MortarMuzzleComponent.ANIM_ENTRY_POINT = "FireMasterControl"
staticprotected

◆ ANIM_EVENT_NAME_END

const string SCR_MortarMuzzleComponent.ANIM_EVENT_NAME_END = "Event_DetachCharacter"
staticprotected

◆ ANIM_EVENT_NAME_FIRE

const string SCR_MortarMuzzleComponent.ANIM_EVENT_NAME_FIRE = "MortarFireReady"
staticprotected

◆ ANIM_EVENT_NAME_START

const string SCR_MortarMuzzleComponent.ANIM_EVENT_NAME_START = "MortarFireStart"
staticprotected

◆ ANIM_VARIABLE_FIRING

const string SCR_MortarMuzzleComponent.ANIM_VARIABLE_FIRING = "Firing"
staticprotected

◆ ANIM_VARIABLE_LEFT_SIDE

const string SCR_MortarMuzzleComponent.ANIM_VARIABLE_LEFT_SIDE = "IsLeftSide"
staticprotected

◆ m_bBeingLoaded

bool SCR_MortarMuzzleComponent.m_bBeingLoaded
protected

◆ m_bLoadedFromLeftSide

bool SCR_MortarMuzzleComponent.m_bLoadedFromLeftSide
protected

◆ m_CharController

SCR_CharacterControllerComponent SCR_MortarMuzzleComponent.m_CharController
protected

◆ m_LoaderPosition

ref PointInfo SCR_MortarMuzzleComponent.m_LoaderPosition
protected

◆ m_LoaderPositionLeft

ref PointInfo SCR_MortarMuzzleComponent.m_LoaderPositionLeft
protected

◆ m_MortarFireEnd

AnimationEventID SCR_MortarMuzzleComponent.m_MortarFireEnd = -1
protected

◆ m_MortarFireReady

AnimationEventID SCR_MortarMuzzleComponent.m_MortarFireReady = -1
protected

◆ m_MortarFireStart

AnimationEventID SCR_MortarMuzzleComponent.m_MortarFireStart = -1
protected

◆ m_sFireActionName

string SCR_MortarMuzzleComponent.m_sFireActionName
protected

◆ m_sFirePowerSignalName

string SCR_MortarMuzzleComponent.m_sFirePowerSignalName
protected

◆ m_ShellComponent

SCR_MortarShellGadgetComponent SCR_MortarMuzzleComponent.m_ShellComponent
protected

◆ m_TurretController

TurretControllerComponent SCR_MortarMuzzleComponent.m_TurretController
protected

◆ m_vVerticalAngleLimits

vector SCR_MortarMuzzleComponent.m_vVerticalAngleLimits
protected

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