Arma Reforger Script API
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SCR_TurretControllerComponent Member List

This is the complete list of members for SCR_TurretControllerComponent, including all inherited members.

AddWeapon(IEntity user, int index, IEntity weapon)TurretControllerComponent
AssembleTurret()TurretControllerComponent
CanMove()BaseControllerComponent
DisassembleTurret()TurretControllerComponent
DoReloadWeaponWith(IEntity ammunitionEntity)TurretControllerComponent
GetADSTime()TurretControllerComponent
GetCanAimOnlyInADS()TurretControllerComponent
GetCompartmentSlot()TurretControllerComponent
GetCurrentSights()TurretControllerComponent
GetCurrentSightsADS()TurretControllerComponent
GetCurrentSightsCameraLocalTransform(out vector outLocalMatrix[4], out float fov)TurretControllerComponent
GetCurrentSightsCameraTransform(out vector outWorldMatrix[4], out float fov)TurretControllerComponent
GetInventoryManager()TurretControllerComponent
GetIsOverridden()TurretControllerComponent
GetOwner()BaseControllerComponent
GetReloadDuration()TurretControllerComponent
GetReloadingState()TurretControllerComponent
GetReloadTime()TurretControllerComponent
GetTurretComponent()TurretControllerComponent
GetUniqueName()TurretControllerComponent
GetWeaponADSEnabled()TurretControllerComponent
GetWeaponADSInput()TurretControllerComponent
GetWeaponManager()TurretControllerComponent
IsFreeLookEnabled()TurretControllerComponent
IsWeaponADS()TurretControllerComponent
OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player)SCR_TurretControllerComponent
OnTicksOnRemoteProxy()GameComponent
RemoveWeapon(IEntity user, int index, IEntity receiver)TurretControllerComponent
SelectWeapon(IEntity user, BaseWeaponComponent newWeapon)TurretControllerComponent
SetAimingAngles(float yaw, float pitch)TurretControllerComponent
SetCanMove(bool canMove)BaseControllerComponent
SetCurrentSightsADS(bool on)TurretControllerComponent
SetFireWeaponWanted(bool val)TurretControllerComponent
SetWeaponADS(bool val)TurretControllerComponent
SetWeaponADSEnabled(bool val)TurretControllerComponent
SetWeaponADSInput(bool val)TurretControllerComponent
SetWeaponGroup(array< int > weapons, EWeaponGroupFireMode mode, int rippleQuantity=1, float timeBetween=100.0)TurretControllerComponent
SetWeaponInputState(ETurretWeaponInputState state)TurretControllerComponent
ValidateCanMove()BaseControllerComponent