Arma Reforger Script API
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Public Member Functions | |
proto external BaseSightsComponent | GetSights () |
proto external bool | HasRootRotation () |
Returns true if the turret entity itself is physically rotated rather than just one of its bones. | |
proto external bool | HasMoveableBase () |
proto external PointInfo | GetCameraAttachmentSlot () |
proto external bool | IsVehicleMounted () |
proto external float | GetBaseRotation () |
proto external void | SetBaseRotation (float fRotation) |
proto external vector | GetAimingAngleExcess (vector tgtPosWorld) |
Calculates aiming angle to target and returns horizontal and vertical excess of target angle compared to aiming limits, in degrees. | |
proto external void | SetSights (int index) |
proto external int | NextSights () |
proto external void | SwitchNextSights () |
proto external void | SwitchPrevSights () |
proto external bool | IsUsingWeaponSights () |
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proto external vector | GetInitAiming () |
Get the init rotation defined in the prefab in degrees. | |
proto external void | SetAimingRotationWanted (vector inRotation) |
Set the desired aiming rotation. | |
proto external void | SetAimingRotation (vector inRotation) |
Set the current aiming rotation. | |
proto external vector | GetAimingRotationWanted () |
Get the current desired aiming rotation in degrees. | |
proto external vector | GetAimingRotation () |
Get the current aiming rotation in degress. | |
proto external vector | GetAimingDirection () |
Get the current aiming direction in local space. | |
proto external vector | GetAimingDirectionWorld () |
Get the current aiming direction in world space. | |
proto external vector | GetAimingRotationModification () |
proto external vector | GetModifiedAimingTranslation () |
proto external vector | GetCurrentRecoilTranslation () |
proto void | GetAimingLimits (out vector limitsHoriz, out vector limitsVert) |
Get the current aiming limits. | |
proto external vector | GetRawAimingTranslation () |
Returns the aiming translation prior to any transformations in weapon model space (1 = 1 m). | |
proto external vector | GetRawAimingRotation () |
Returns the aiming rotation in weapon model space. | |
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proto external IEntity | GetOwner () |
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bool | OnTicksOnRemoteProxy () |
proto external vector TurretComponent.GetAimingAngleExcess | ( | vector | tgtPosWorld | ) |
Calculates aiming angle to target and returns horizontal and vertical excess of target angle compared to aiming limits, in degrees.
outExcess[0] - horizontal excess outExcess[1] - vertical excess Example: Limits = -10...10. TgtAngle = 12. Excess = 2. Limits = -10...10. TgtAngle = -13. Excess = -3. Limits = -10...10. TgtAngle = 9. Excess = 0.
proto external float TurretComponent.GetBaseRotation | ( | ) |
proto external PointInfo TurretComponent.GetCameraAttachmentSlot | ( | ) |
proto external BaseSightsComponent TurretComponent.GetSights | ( | ) |
proto external bool TurretComponent.HasMoveableBase | ( | ) |
proto external bool TurretComponent.HasRootRotation | ( | ) |
Returns true if the turret entity itself is physically rotated rather than just one of its bones.
If it's just bones rotating, the turret entity transform would remain unchanged. This happens e.g. when the turret is rotated via ProceduralAnimationComponent that rotates the turret via the "Scene_Root" bone.
proto external bool TurretComponent.IsUsingWeaponSights | ( | ) |
proto external bool TurretComponent.IsVehicleMounted | ( | ) |
proto external int TurretComponent.NextSights | ( | ) |
proto external void TurretComponent.SetBaseRotation | ( | float | fRotation | ) |
proto external void TurretComponent.SetSights | ( | int | index | ) |
proto external void TurretComponent.SwitchNextSights | ( | ) |
proto external void TurretComponent.SwitchPrevSights | ( | ) |