Arma Reforger Script API
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TurretControllerComponent Member List

This is the complete list of members for 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)TurretControllerComponentprotected
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