Arma Reforger Script API
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SCR_PressureTriggerComponent Interface Reference
Inheritance diagram for SCR_PressureTriggerComponent:
SCR_BaseTriggerComponent BaseTriggerComponent BaseProjectileComponent GameComponent

Public Member Functions

override void EOnContact (IEntity owner, IEntity other, Contact contact)
 Event when physics engine registered contact with other RigidBody.
 
void TriggerManuallyServer ()
 Manually trigger the entity (Server Only)
 
override void ActivateTrigger ()
 Only call this on the server.
 
void ResetTimeout ()
 Method used to reset the timeout, which is used to discard contacts when mine is arming Use it only on the server as it controlls when mines are detonated.
 
override void DisarmTrigger ()
 Only call this on the server to disable the trigger mechanism.
 
override void OnActivatedChanged ()
 Method called on the clients, the item should be outside inventory already.
 
void HideFuse ()
 
- Public Member Functions inherited from SCR_BaseTriggerComponent
bool IsActivated ()
 
bool IsActivatedByDefault ()
 
void SetUser (notnull IEntity user)
 
void ShowFuse ()
 
void RPC_DoTrigger ()
 
void SCR_BaseTriggerComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
- Public Member Functions inherited from BaseTriggerComponent
proto external IEntity GetOwner ()
 
proto external void OnUserTrigger (notnull IEntity owner)
 
proto external void OnUserTriggerOverrideInstigator (notnull IEntity owner, Instigator instigator)
 
proto external bool WasTriggered ()
 
proto external void SetLive ()
 
proto external void GetProjectileEffects (TypeName projectileType, out notnull array< BaseProjectileEffect > outProjectileEffects)
 Get projectile effects that are inherited from projectileType parameter.
 
proto external float GetArmingTime ()
 Time to arm the fuse once the trigger is set live.
 
void TriggeredInSafetyDistance (IEntity pHitEntity, inout vector outMat[3], IEntity damageSource, notnull Instigator instigator, string colliderName, float speed)
 Called when trigger is triggered within safety distance.
 
- Public Member Functions inherited from BaseProjectileComponent
proto external Instigator GetInstigator ()
 
proto external void SetInstigator (notnull Instigator instigator)
 
proto external IEntity GetParentProjectile ()
 
- Public Member Functions inherited from GameComponent
bool OnTicksOnRemoteProxy ()
 

Protected Member Functions

override void EOnInit (IEntity owner)
 Event after entity is allocated and initialized.
 

Protected Attributes

float m_fLastTryTime = 0
 
float m_fMinWeight
 
- Protected Attributes inherited from SCR_BaseTriggerComponent
bool m_bLive
 
bool m_bActivated = false
 
string m_sFuzeMeshName
 

Static Protected Attributes

const float MIN_DELAY = 125
 

Member Function Documentation

◆ ActivateTrigger()

override void SCR_PressureTriggerComponent.ActivateTrigger ( )

Only call this on the server.

Implements SCR_BaseTriggerComponent.

◆ DisarmTrigger()

override void SCR_PressureTriggerComponent.DisarmTrigger ( )

Only call this on the server to disable the trigger mechanism.

Implements SCR_BaseTriggerComponent.

◆ EOnContact()

override void SCR_PressureTriggerComponent.EOnContact ( IEntity owner,
IEntity other,
Contact contact )

Event when physics engine registered contact with other RigidBody.

Parameters
ownerThe owner entity
otherOther Entity who contacted us
contactStructure describing the contact

Implements BaseTriggerComponent.

◆ EOnInit()

override void SCR_PressureTriggerComponent.EOnInit ( IEntity owner)
protected

Event after entity is allocated and initialized.

Parameters
ownerThe owner entity

Implements SCR_BaseTriggerComponent.

◆ HideFuse()

void SCR_PressureTriggerComponent.HideFuse ( )

◆ OnActivatedChanged()

override void SCR_PressureTriggerComponent.OnActivatedChanged ( )

Method called on the clients, the item should be outside inventory already.

Implements SCR_BaseTriggerComponent.

◆ ResetTimeout()

void SCR_PressureTriggerComponent.ResetTimeout ( )

Method used to reset the timeout, which is used to discard contacts when mine is arming Use it only on the server as it controlls when mines are detonated.

◆ TriggerManuallyServer()

void SCR_PressureTriggerComponent.TriggerManuallyServer ( )

Manually trigger the entity (Server Only)

Member Data Documentation

◆ m_fLastTryTime

float SCR_PressureTriggerComponent.m_fLastTryTime = 0
protected

◆ m_fMinWeight

float SCR_PressureTriggerComponent.m_fMinWeight
protected

◆ MIN_DELAY

const float SCR_PressureTriggerComponent.MIN_DELAY = 125
staticprotected

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