Arma Reforger Explorer  1.1.0.42
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PerceivableComponent.c
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1 /*
2 ===========================================
3 Do not modify, this script is generated
4 ===========================================
5 */
6 
13 {
14 }
15 
16 class PerceivableComponent: GameComponent
17 {
18  proto external EAIUnitType GetUnitType();
20  proto external float GetVisualRecognitionFactor();
22  proto external float GetIlluminationFactor();
24  proto external float GetAmbientLV();
26  proto external float GetSoundPower();
28  proto external float GetEstimatedVisualSize();
31  proto external int GetAimpoints(out notnull array<vector> outPoints);
32  proto external int GetAimpointsOfType(out notnull array<ref AimPoint> outPoints, EAimPointType type);
34  proto external bool IsDisarmed();
35  proto external void SetDisarmed(bool disarmed);
36 
37  // callbacks
38 
39  event void EOnInit(IEntity owner);
40 }
41 
GetVisualRecognitionFactor
proto external float GetVisualRecognitionFactor()
Returns overall visual recognition factor.
GameComponentClass
Definition: GameComponentClass.c:7
SetDisarmed
proto external void SetDisarmed(bool disarmed)
GetEstimatedVisualSize
proto external float GetEstimatedVisualSize()
Returns estimated size in meters. Currently it's calculated based on physics or visual bounding box.
EOnInit
event void EOnInit(IEntity owner)
Initialise this component with data from FactionsManager.
Definition: SCR_AIConfigComponent.c:79
GetAmbientLV
proto external float GetAmbientLV()
Returns ambient light LV value (logarithmic). Can be used for diagnostics.
EAIUnitType
EAIUnitType
Definition: EAIUnitType.c:12
PerceivableComponentClass
Definition: PerceivableComponent.c:12
GetAimpointsOfType
proto external int GetAimpointsOfType(out notnull array< ref AimPoint > outPoints, EAimPointType type)
GetAimpoints
proto external int GetAimpoints(out notnull array< vector > outPoints)
type
EDamageType type
Definition: SCR_DestructibleTreeV2.c:32
GetSoundPower
proto external float GetSoundPower()
Returns our sound emission power.
IsDisarmed
proto external bool IsDisarmed()
Returns true when this perceivable is considered disarmed.
GetUnitType
PerceivableComponentClass GameComponentClass GetUnitType()
GetIlluminationFactor
proto external float GetIlluminationFactor()
Represents ambient light, dynamic lights, own lights.
EAimPointType
EAimPointType
Definition: EAimPointType.c:12
GameComponent
Definition: GameComponent.c:12