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BaseTarget.c
Go to the documentation of this file.
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/*
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===========================================
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Do not modify, this script is generated
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===========================================
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*/
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class
BaseTarget
:
ScriptAndConfig
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{
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proto external
IEntity
GetTargetEntity();
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proto external
ETargetCategory
GetTargetCategory();
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// Time passed since target was detected
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proto external
float
GetTimeSinceDetected();
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// Time passed since the target was seen (direct LoS)
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proto external
float
GetTimeSinceSeen();
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// Time (from perception manager) when the target was seen (direct LoS)
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proto external
float
GetTimeLastSeen();
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// Time (from perception manager) when the target was detected
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proto external
float
GetTimeLastDetected();
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// Time passed since the target's type was recognized
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proto external
float
GetTimeSinceTypeRecognized();
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// Time passed since the target's side was recognized
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proto external
float
GetTimeSinceSideRecognized();
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// Time passed since the target endangered us
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proto external
float
GetTimeSinceEndangered();
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// Position where the target was seen last
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proto external
vector
GetLastSeenPosition();
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// Position where the target was detected last
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proto external
vector
GetLastDetectedPosition();
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// Returns distance to target. It's a cached value, calculated by PerceptionComponent.
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proto external
float
GetDistance();
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// Returns unit type, same as in PerceivableComponent of that target
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proto external
EAIUnitType
GetUnitType();
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// Returns how we percieve whether that target is endangering us or not. The actual value is updated periodically.
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proto external
bool
IsEndangering();
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// Returns how we perceive whether the target is disarmed or not. The actual value is updated periodically.
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proto external
bool
IsDisarmed();
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proto external
float
GetTraceFraction();
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/*
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Returns a value from 0 to 1.0 which shows how much target is visible based on visibility of each aimpoint.
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This is affected both by amount of visible aimpoint and by how much each of them is visible.
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*/
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proto external
float
GetExposure();
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// Returns perceivable component of target
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proto external
PerceivableComponent
GetPerceivableComponent();
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proto external
DamageManagerComponent
GetDamageManagerComponent();
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proto external BaseWeaponManagerComponent
GetWeaponManagerComponent
();
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proto external FactionAffiliationComponent
GetFactionAffiliationComponent
();
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proto external
Faction
GetPerceivedFaction
();
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proto
void
GetAccumulatedRecognition(out
float
outRecognitionDetect, out
float
outRecognitionIdentify);
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// Sets the last seen position to provided value if the timestamp is newer than existing last seen time
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proto external
void
UpdateLastSeenPosition(
vector
pos,
float
perceptionMgrTimestamp);
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}
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GetPerceivedFaction
Faction GetPerceivedFaction()
Definition
SCR_CharacterFactionAffiliationComponent.c:49
GetFactionAffiliationComponent
FactionAffiliationComponent GetFactionAffiliationComponent()
Definition
SCR_ResourceComponent.c:356
BaseTarget
Definition
BaseTarget.c:13
DamageManagerComponent
Definition
DamageManagerComponent.c:13
Faction
Definition
Faction.c:13
IEntity
Definition
IEntity.c:13
PerceivableComponent
Definition
PerceivableComponent.c:13
ScriptAndConfig
Definition
Types.c:124
vector
Definition
vector.c:13
EAIUnitType
EAIUnitType
Definition
EAIUnitType.c:13
GetWeaponManagerComponent
proto external BaseWeaponManagerComponent GetWeaponManagerComponent()
ETargetCategory
ETargetCategory
Definition
ETargetCategory.c:13
scripts
Game
generated
Perception
BaseTarget.c
Generated by
1.17.0