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 bool | 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 string | GetUniqueName () |
proto external void | SetWeaponInputState (ETurretWeaponInputState state) |
Used to remotely trigger weapon actions on the turret. | |
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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 () |
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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 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.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 bool 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) |
timeBtween | (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