Arma Reforger Script API
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Public Attributes | List of all members
ScriptedCameraItemResult Interface Reference

Public Attributes

vector m_CameraTM [4]
 transformation matrix - pos + orient of the camera
 
float m_fFOV
 fov absolute value override
 
float m_fNearPlane
 nearplane distance
 
float m_fPositionModelSpace
 0.0 position is in heading space, 1.0 position is in model space, 2.0 position is in world space
 
float m_fDistance
 camera distance (external cameras only)
 
float m_fUseHeading
 0..1 (0 uses direct dir returned, 1 uses heading from player)
 
float m_fShoulderDist
 -1..1 (-1 or 1 when shoulder transition is finished, inbetween when transitioning)
 
int m_iDirectBone
 -1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone
 
EDirectBoneMode m_iDirectBoneMode
 
bool m_bUpdateWhenBlendOut
 true - camera is updated when blending to new camera (Ironsights == false)
 
bool m_bAllowInterpolation
 true - camera interpolation is allowed (switching to/from head bone == false)
 
bool m_bAllowCollisionSolver
 true - camera collision solver is called
 
vector m_vBaseAngles
 Freelook angles.
 
float m_fHeading
 main person heading (used to check for collision - don't change in script)
 
bool m_bNoParent = false
 when enabled, camera hierarchy autoTransform is disabled for more freedom
 
bool m_bBlendFOV = true
 
bool m_bWSCameraSmoothing = true
 
float m_fSmoothingTranslationSpeed = 5.0
 max camera smoothing translation speed m/s
 
float m_fSmoothingRotationSpeed = Math.PI
 max camera smoothing rotation speed rad/s
 
IEntity m_pOwner = null
 
ref PointInfo m_pWSAttachmentReference = null
 used with WSAttachment property it is either reference point info... It takes priority over m_pOwner.
 
vector m_vBacktraceDir
 local direction used for backtrace if m_fUseBacktraceDir > 0.
 
float m_fUseBacktraceDir = 0.0
 [0-1] Blend b/w m_vBacktraceDir and m_CameraTM[2].
 
bool m_bInterpolateOrientation = true
 

Member Data Documentation

◆ m_bAllowCollisionSolver

bool ScriptedCameraItemResult.m_bAllowCollisionSolver

true - camera collision solver is called

◆ m_bAllowInterpolation

bool ScriptedCameraItemResult.m_bAllowInterpolation

true - camera interpolation is allowed (switching to/from head bone == false)

◆ m_bBlendFOV

bool ScriptedCameraItemResult.m_bBlendFOV = true

◆ m_bInterpolateOrientation

bool ScriptedCameraItemResult.m_bInterpolateOrientation = true

◆ m_bNoParent

bool ScriptedCameraItemResult.m_bNoParent = false

when enabled, camera hierarchy autoTransform is disabled for more freedom

◆ m_bUpdateWhenBlendOut

bool ScriptedCameraItemResult.m_bUpdateWhenBlendOut

true - camera is updated when blending to new camera (Ironsights == false)

◆ m_bWSCameraSmoothing

bool ScriptedCameraItemResult.m_bWSCameraSmoothing = true

◆ m_CameraTM

vector ScriptedCameraItemResult.m_CameraTM[4]

transformation matrix - pos + orient of the camera

◆ m_fDistance

float ScriptedCameraItemResult.m_fDistance

camera distance (external cameras only)

◆ m_fFOV

float ScriptedCameraItemResult.m_fFOV

fov absolute value override

◆ m_fHeading

float ScriptedCameraItemResult.m_fHeading

main person heading (used to check for collision - don't change in script)

◆ m_fNearPlane

float ScriptedCameraItemResult.m_fNearPlane

nearplane distance

◆ m_fPositionModelSpace

float ScriptedCameraItemResult.m_fPositionModelSpace

0.0 position is in heading space, 1.0 position is in model space, 2.0 position is in world space

◆ m_fShoulderDist

float ScriptedCameraItemResult.m_fShoulderDist

-1..1 (-1 or 1 when shoulder transition is finished, inbetween when transitioning)

◆ m_fSmoothingRotationSpeed

float ScriptedCameraItemResult.m_fSmoothingRotationSpeed = Math.PI

max camera smoothing rotation speed rad/s

◆ m_fSmoothingTranslationSpeed

float ScriptedCameraItemResult.m_fSmoothingTranslationSpeed = 5.0

max camera smoothing translation speed m/s

◆ m_fUseBacktraceDir

float ScriptedCameraItemResult.m_fUseBacktraceDir = 0.0

[0-1] Blend b/w m_vBacktraceDir and m_CameraTM[2].

default 0.0

◆ m_fUseHeading

float ScriptedCameraItemResult.m_fUseHeading

0..1 (0 uses direct dir returned, 1 uses heading from player)

◆ m_iDirectBone

int ScriptedCameraItemResult.m_iDirectBone

-1 no bone, >= 0 - bone index camera is bound to, m_CameraTM is offset to the bone

◆ m_iDirectBoneMode

EDirectBoneMode ScriptedCameraItemResult.m_iDirectBoneMode

◆ m_pOwner

IEntity ScriptedCameraItemResult.m_pOwner = null

◆ m_pWSAttachmentReference

ref PointInfo ScriptedCameraItemResult.m_pWSAttachmentReference = null

used with WSAttachment property it is either reference point info... It takes priority over m_pOwner.

The owner of the PointInfo will be the new owner of the camera

◆ m_vBacktraceDir

vector ScriptedCameraItemResult.m_vBacktraceDir

local direction used for backtrace if m_fUseBacktraceDir > 0.

Used when m_bAllowCollisionSolver is true

◆ m_vBaseAngles

vector ScriptedCameraItemResult.m_vBaseAngles

Freelook angles.


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