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Arma Reforger Script API
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Public Member Functions | |
| proto external BaseCompartmentSlot | GetCompartmentSlot () |
| proto external bool | GetCanAimOnlyInADS () |
| Returns true if we can only aim in ADS. | |
| proto external bool | IsFreeLookEnabled () |
| Returns true if the free look is enabled. | |
| proto external bool | IsWeaponADS () |
| Returns true if the weapon is in ADS. | |
| proto external void | SetWeaponADS (bool val) |
| Request weapon ADS state. | |
| proto external bool | GetWeaponADSInput () |
| Returns weapon ADS input state. | |
| proto external void | SetWeaponADSInput (bool val) |
| Request weapon ADS input state. | |
| proto external void | SetWeaponADSEnabled (bool val) |
| Enable or disable weapon ADS. | |
| proto external bool | GetWeaponADSEnabled () |
| proto external ETurretReloadState | GetReloadingState () |
| proto external float | GetADSTime () |
| Returns the time to ADS in seconds. | |
| proto external BaseSightsComponent | GetCurrentSights () |
| proto external bool | GetCurrentSightsADS () |
| proto external void | SetCurrentSightsADS (bool on) |
| Set if we are currently in ADS. | |
| proto bool | GetCurrentSightsCameraTransform (out vector outWorldMatrix[4], out float fov) |
| Returns true if current turret is valid and has some sights data, outputs world sights transformation and FOV. | |
| proto bool | GetCurrentSightsCameraLocalTransform (out vector outLocalMatrix[4], out float fov) |
| Returns true if current turret is valid and has some sights data, outputs local sights transformation and FOV. | |
| proto external bool | AssembleTurret () |
| proto external bool | DisassembleTurret () |
| proto external bool | RemoveWeapon (IEntity user, int index, IEntity receiver) |
| Remove the given weapon index, and put it into pReceiver's inventory. If pReceiver is null, drop it to the ground. pUser can be nullptr if called from server. | |
| proto external bool | AddWeapon (IEntity user, int index, IEntity weapon) |
| Add the weapon to the turret on the given slot index. pUser can be nullptr if called from server. | |
| proto external TurretComponent | GetTurretComponent () |
| proto external BaseWeaponManagerComponent | GetWeaponManager () |
| proto external InventoryStorageManagerComponent | GetInventoryManager () |
| proto external bool | SelectWeapon (IEntity user, BaseWeaponComponent newWeapon) |
| Select the new weapon specified in parameter. | |
| proto external void | SetWeaponGroup (array< int > weapons, EWeaponGroupFireMode mode, int rippleQuantity=1, float timeBetween=100.0) |
| Select a group of weapons for firing. | |
| proto external float | GetReloadDuration () |
| proto external float | GetReloadTime () |
| proto external bool | DoReloadWeaponWith (IEntity ammunitionEntity) |
| proto external void | SetFireWeaponWanted (bool val) |
| Set if turret is firing or not. | |
| proto external void | SetAimingAngles (float yaw, float pitch) |
| Set aiming angles in radians. | |
| proto external bool | GetIsOverridden () |
| proto external ETurretContextID | GetContextIDs () |
| Returns the context indices that are used when this turret is connected to another compartment slot. | |
| proto external string | GetUniqueName () |
| proto external bool | GetUseVehicleCamera () |
| proto external void | SetWeaponInputState (ETurretWeaponInputState state) |
| Used to remotely trigger weapon actions on the turret. | |
Public Member Functions inherited from BaseControllerComponent | |
| proto external IEntity | GetOwner () |
| Returns the entity owner of the component. | |
| proto external bool | CanMove () |
| Returns state of movement capacity. | |
| proto external void | SetCanMove (bool canMove) |
| Changes state of movement capacity. Internally verifies if all necessary conditions are met. | |
| bool | ValidateCanMove () |
Public Member Functions inherited from GameComponent | |
| bool | OnTicksOnRemoteProxy () |
Protected Member Functions | |
| void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
| proto external bool TurretControllerComponent.AddWeapon | ( | IEntity | user, |
| int | index, | ||
| IEntity | weapon ) |
Add the weapon to the turret on the given slot index. pUser can be nullptr if called from server.
| proto external bool TurretControllerComponent.AssembleTurret | ( | ) |
| proto external bool TurretControllerComponent.DisassembleTurret | ( | ) |
| proto external bool TurretControllerComponent.DoReloadWeaponWith | ( | IEntity | ammunitionEntity | ) |
| proto external float TurretControllerComponent.GetADSTime | ( | ) |
Returns the time to ADS in seconds.
| proto external bool TurretControllerComponent.GetCanAimOnlyInADS | ( | ) |
Returns true if we can only aim in ADS.
| proto external BaseCompartmentSlot TurretControllerComponent.GetCompartmentSlot | ( | ) |
| proto external ETurretContextID TurretControllerComponent.GetContextIDs | ( | ) |
Returns the context indices that are used when this turret is connected to another compartment slot.
| proto external BaseSightsComponent TurretControllerComponent.GetCurrentSights | ( | ) |
| proto external bool TurretControllerComponent.GetCurrentSightsADS | ( | ) |
| proto bool TurretControllerComponent.GetCurrentSightsCameraLocalTransform | ( | out vector | outLocalMatrix[4], |
| out float | fov ) |
Returns true if current turret is valid and has some sights data, outputs local sights transformation and FOV.
| proto bool TurretControllerComponent.GetCurrentSightsCameraTransform | ( | out vector | outWorldMatrix[4], |
| out float | fov ) |
Returns true if current turret is valid and has some sights data, outputs world sights transformation and FOV.
| proto external InventoryStorageManagerComponent TurretControllerComponent.GetInventoryManager | ( | ) |
| proto external bool TurretControllerComponent.GetIsOverridden | ( | ) |
| proto external float TurretControllerComponent.GetReloadDuration | ( | ) |
| proto external ETurretReloadState TurretControllerComponent.GetReloadingState | ( | ) |
| proto external float TurretControllerComponent.GetReloadTime | ( | ) |
| proto external TurretComponent TurretControllerComponent.GetTurretComponent | ( | ) |
| proto external string TurretControllerComponent.GetUniqueName | ( | ) |
| proto external bool TurretControllerComponent.GetUseVehicleCamera | ( | ) |
| proto external bool TurretControllerComponent.GetWeaponADSEnabled | ( | ) |
| proto external bool TurretControllerComponent.GetWeaponADSInput | ( | ) |
Returns weapon ADS input state.
| proto external BaseWeaponManagerComponent TurretControllerComponent.GetWeaponManager | ( | ) |
| proto external bool TurretControllerComponent.IsFreeLookEnabled | ( | ) |
Returns true if the free look is enabled.
| proto external bool TurretControllerComponent.IsWeaponADS | ( | ) |
Returns true if the weapon is in ADS.
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protected |
Implemented in SCR_TurretControllerComponent.
| proto external bool TurretControllerComponent.RemoveWeapon | ( | IEntity | user, |
| int | index, | ||
| IEntity | receiver ) |
Remove the given weapon index, and put it into pReceiver's inventory. If pReceiver is null, drop it to the ground. pUser can be nullptr if called from server.
| proto external bool TurretControllerComponent.SelectWeapon | ( | IEntity | user, |
| BaseWeaponComponent | newWeapon ) |
Select the new weapon specified in parameter.
| user | The user will select the weapon. |
| newWeapon | The new weapon that will be selected. |
| proto external void TurretControllerComponent.SetAimingAngles | ( | float | yaw, |
| float | pitch ) |
Set aiming angles in radians.
IMPORTANT* Only works locally. Used mainly for cinematic
| proto external void TurretControllerComponent.SetCurrentSightsADS | ( | bool | on | ) |
Set if we are currently in ADS.
| on | True if we are ADS otherwise false. |
| proto external void TurretControllerComponent.SetFireWeaponWanted | ( | bool | val | ) |
Set if turret is firing or not.
| proto external void TurretControllerComponent.SetWeaponADS | ( | bool | val | ) |
Request weapon ADS state.
| proto external void TurretControllerComponent.SetWeaponADSEnabled | ( | bool | val | ) |
Enable or disable weapon ADS.
| proto external void TurretControllerComponent.SetWeaponADSInput | ( | bool | val | ) |
Request weapon ADS input state.
| proto external void TurretControllerComponent.SetWeaponGroup | ( | array< int > | weapons, |
| EWeaponGroupFireMode | mode, | ||
| int | rippleQuantity = 1, | ||
| float | timeBetween = 100.0 ) |
Select a group of weapons for firing.
| weapons | An array of weapon slots to use (corresponding to the indices defined in WeaponSlotComponents) |
| mode | One of EWeaponGroupFireMode, WGFM_SALVO, WGFM_RIPPLE or WGFM_SEQUENTIAL |
| rippleQuantity | (optional) How many weapons to fire in ripple mode (default 1) |
| timeBetween | (optional) time between ripples (in ms, default 100) or sequential firing (if WGFM_SEQUENTIAL) Note that calling SelectWeapon or passing in an empty array will return to normal firing of single weapons |
| proto external void TurretControllerComponent.SetWeaponInputState | ( | ETurretWeaponInputState | state | ) |
Used to remotely trigger weapon actions on the turret.
Note that the turret must be overridden for this to have any effect