Arma Reforger Explorer
1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Enumerations | |
enum | EVehicleDrivingAssistanceMode { NONE, PARTIAL, FULL, NONE, PARTIAL, FULL } |
Player vehicle driving assistance modes. Individual features may become separate options in future. More... | |
enum | EVehicleDrivingAssistanceMode { NONE, PARTIAL, FULL, NONE, PARTIAL, FULL } |
enum | EVehicleEngineStartFailedReason { NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS, NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS } |
Describes failure types of engine startup routine. More... | |
enum | EVehicleEngineStartFailedReason { NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS, NO_FUEL, DESTROYED, DROWNED, MAX_ATTEMPTS } |
Functions | |
ActionsPerformerComponentClass GameComponentClass | StartAction (BaseUserAction action) |
proto external void | PerformAction (BaseUserAction action) |
proto external void | PerformContinuousAction (BaseUserAction action, float timeSlice) |
proto external void | CancelAction (BaseUserAction action) |
AIAnimalManagerComponentClass AIComponentClass | GetClosestDormantAgent (vector playerPos) |
AimingComponentClass BaseAimingComponentClass | GetInitAiming () |
Get the init rotation defined in the prefab in degrees. More... | |
proto external void | SetAimingRotationWanted (vector inRotation) |
proto external void | SetAimingRotation (vector inRotation) |
proto external vector | GetAimingRotationWanted () |
Get the current desired aiming rotation in degrees. More... | |
proto external vector | GetAimingRotation () |
Get the current aiming rotation in degress. More... | |
proto external vector | GetAimingDirection () |
Get the current aiming direction in local space. More... | |
proto external vector | GetAimingDirectionWorld () |
Get the current aiming direction in world space. More... | |
proto external vector | GetAimingRotationModification () |
proto external vector | GetModifiedAimingTranslation () |
proto external vector | GetCurrentRecoilTranslation () |
proto void | GetAimingLimits (out vector limitsHoriz, out vector limitsVert) |
proto external vector | GetRawAimingTranslation () |
proto external vector | GetRawAimingRotation () |
AmbientSoundsComponentClass SoundComponentClass | QueryAmbientSoundsBySphere (float radius, EQueryEntitiesFlags queryFlags=EQueryEntitiesFlags.ALL) |
proto external void | GetAmbientSoundsCountPerType (out notnull array< int > count) |
proto external vector | GetCameraOrigin () |
proto external bool | GetRiver (const vector pos, out notnull array< float > count) |
proto external IEntity | GetRandomTree (int index, float minHeight) |
proto external void | GetClosestEntities (int soundTypeIdx, int nEntities, out notnull array< IEntity > output) |
proto void | TracePointToTerrain (const vector point, inout int iSoundGroup) |
BaseAimingComponentClass GameComponentClass | GetOwner () |
This component takes care of sending chat messages. More... | |
proto external void | SetChannel (int channelId, bool enabled) |
proto external bool | GetChannelState (int channelId) |
proto external void | SendMessage (string msgStr, int channelId) |
proto external void | SendPrivateMessage (string msgStr, int receiverId) |
event protected void | OnNewMessage (string msg, int channelId, int senderId) |
event protected void | OnNewPrivateMessage (string msg, int senderId, int receiverId) |
event protected void | ShowMessage (string msg) |
proto external bool | CanMove () |
Returns state of movement capacity. More... | |
proto external void | SetCanMove (bool canMove) |
Changes state of movement capacity. Internally verifies if all necessary conditions are met. More... | |
event bool | ValidateCanMove () |
proto external bool | SyncWithCharacter (ChimeraCharacter pCharacter, string overrideStartNode) |
proto external bool | RemoveSyncReference (ChimeraCharacter pCharacter) |
Removes previously synced character reference. More... | |
proto external bool | IsAnimationTag (AnimationTagID tagID) |
event protected void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
event protected bool | OnPrepareAnimInput (IEntity owner, float ts) |
event protected bool | OnProcessAnimOutput (IEntity owner, float ts) |
event protected void | OnCharacterFloatVariablet (int variableID, float value) |
Called when variable was changed in synced character's animation logic. More... | |
event protected void | OnCharacterIntVariable (int variableID, int value) |
event protected void | OnCharacterBoolVariable (int variableID, bool value) |
event protected void | OnCharacterCommand (int commandID, int intValue, float floatValue) |
Called when animation command was called in synced character's animation logic. More... | |
BaseLightManagerComponentClass GameComponentClass | GetLightsEnabled () |
Gets the enable flag (all lights) More... | |
proto external void | SetLightsState (ELightType type, bool state=false, int side=-1) |
Sets the state flag for given type. More... | |
proto external bool | GetLightsState (ELightType type, int side=-1) |
Gets the state flag for given type. More... | |
proto external BaseLightSlot | FindLight (int lightID) |
Searches for Light by ID. More... | |
proto external int | GetLights (out notnull array< BaseLightSlot > outLights) |
Returns a list and count of all lights. More... | |
proto external bool | TrySetSurfaceFunctional (int surfaceID, bool functiona) |
Changes functional state of light surface and all linked lights for provided surface id, return true on success. More... | |
event protected void | OnInit (IEntity owner) |
event protected void | OnFrame (IEntity owner, float timeSlice) |
proto external int | TransceiversCount () |
proto external BaseTransceiver | GetTransceiver (int idx) |
proto external void | SetEncryptionKey (string key) |
proto external string | GetEncryptionKey () |
proto external void | SetPower (bool powered) |
proto external bool | IsPowered () |
BaseVehicleControllerComponent_SAClass CompartmentControllerComponentClass | Shutdown () |
proto external bool | CanSwitchSeat () |
proto external VehicleBaseSimulation | GetBaseSimulation () |
Returns the base of simulation component associated with this controller. More... | |
proto external FuelManagerComponent | GetFuelManager () |
Returns the fuel manager associated with this controller. More... | |
proto external BaseLightManagerComponent | GetLightManager () |
Returns the light manager associated with this controller. More... | |
proto external PilotCompartmentSlot | GetPilotCompartmentSlot () |
Returns the pilot compartment slot associated with this controller. More... | |
proto external SignalsManagerComponent | GetSignalsManager () |
Returns the signals manager associated with this controller. More... | |
proto external BaseWeaponManagerComponent | GetWeaponManager () |
Returns the weapon manager associated with this controller. More... | |
proto external void | CancelStart () |
proto external void | TryStartEngine () |
Try to start the engine with the chance of getting the engine not started based on engine startup chance. More... | |
proto external bool | StartEngine () |
proto external void | ForceStartEngine () |
proto external void | ForceStopEngine () |
proto external void | StopEngine (bool playDriverAnimation=true) |
proto external bool | IsEngineOn () |
proto external float | GetEngineStartupChance () |
Returns the engine startup chance in <0, 100>. More... | |
proto external void | SetEngineStartupChance (float chance) |
proto external bool | GetEngineDrowned () |
Returns true if the engine is drowned. More... | |
proto external void | SetEngineDrowned (bool drowned) |
event void | OnEngineStartBegin () |
Gets called when the engine start routine begins (animation event - NOT IMPLEMENTED IN BASE VEHICLE). More... | |
event void | OnEngineStartProgress () |
Get called while engine starter is active (animation event - NOT IMPLEMENTED IN BASE VEHICLE). More... | |
event void | OnEngineStartInterrupt () |
Gets called when the engine start routine was interrupted. More... | |
event void | OnEngineStartSuccess () |
Gets called when the engine start routine has successfully completed. More... | |
event void | OnEngineStartFail (EVehicleEngineStartFailedReason reason) |
Gets called when the engine start routine has failed. More... | |
event bool | OnBeforeEngineStart () |
event void | OnEngineStart () |
Is called every time the engine starts. More... | |
event void | OnEngineStop () |
Is called every time the engine stops. More... | |
event void | OnPostInit (IEntity owner) |
Editable Mine. More... | |
event void | OnDelete (IEntity owner) |
CharacterControllerComponentClass PrimaryControllerComponentClass | GetAimingComponent () |
proto external CharacterHeadAimingComponent | GetHeadAimingComponent () |
proto external CharacterAnimationComponent | GetAnimationComponent () |
proto external BaseWeaponManagerComponent | GetWeaponManagerComponent () |
proto external CameraHandlerComponent | GetCameraHandlerComponent () |
proto external InventoryStorageManagerComponent | GetInventoryStorageManager () |
proto external VoNComponent | GetVONComponent () |
Get active VON component for transmit. More... | |
proto external AIControlComponent | GetAIControlComponent () |
proto external EntitySlotInfo | GetRightHandPointInfo () |
proto external EntitySlotInfo | GetLeftHandPointInfo () |
proto external CharacterInputContext | GetInputContext () |
proto external float | GetMovementSpeed () |
proto external void | SetMovement (float movementSpeed, vector movementDirModel) |
Update animation about state of movement, define speed and direction in local space of character. More... | |
proto external void | SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false) |
proto external ECharacterStance | GetStance () |
Returns the current stance of the character. More... | |
proto external SCR_ChimeraCharacter | GetCharacter () |
Returns the current controlled character. More... | |
proto external void | SetFireWeaponWanted (bool val) |
Set wanted input action values. More... | |
proto external void | SetThrow (bool val, bool cancelThrow) |
Set wanted input action values. More... | |
proto external void | SetMovementDirWorld (vector movementDirWorld) |
Update simulation state with difference of world position. More... | |
proto external vector | GetMovementDirWorld () |
proto external void | SetWeaponRaised (bool val) |
Set the current weapon-raised state. More... | |
proto external void | SetWeaponADS (bool val) |
Set the current weapon ADS state. More... | |
proto external void | SetFreeLook (bool input, bool mouse, bool controller) |
proto external bool | GetFreeLookInput () |
proto external bool | GetFreeLookMouse () |
proto external bool | GetFreeLookController () |
proto external void | SetForcedFreeLook (bool enabled) |
Force character to stay in freelook. More... | |
proto external bool | IsFreeLookForced () |
proto external void | ResetPersistentStates (bool resetADSState=true, bool resetGadgetState=true) |
proto external void | SetDynamicSpeed (float value) |
proto external float | GetDynamicSpeed () |
proto external void | SetShouldApplyDynamicSpeedOverride (bool shouldApply) |
proto external void | SetDynamicStance (float value) |
proto external bool | CanSetDynamicStance (float value) |
proto external float | GetDynamicStance () |
proto external void | SetInspect (IEntity targetItem) |
proto external bool | CanInspect (IEntity targetItem) |
proto external bool | GetInspect () |
proto external bool | GetInspectCurrentWeapon () |
proto external IEntity | GetInspectEntity () |
proto external void | SetInspectState (int state) |
proto external int | GetInspectState () |
proto external bool | GetIsWeaponDeployed () |
proto external bool | CanDeployWeapon () |
proto external bool | GetIsWeaponDeployedBipod () |
proto external IEntity | GetCurrentItemInHands () |
proto external void | SetStanceChange (int stance) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. More... | |
proto external bool | CanChangeStance (int stance) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. More... | |
proto external void | ForceStance (int stance) |
proto external void | ForceStanceUp (int stance) |
proto external void | SetRoll (int val) |
2 - right, 1 - left More... | |
proto external bool | IsRoll () |
proto external bool | CanRoll (int val) |
proto external bool | ShouldHoldInputForRoll () |
proto external void | EnableHoldInputForRoll (bool enable) |
proto external bool | IsPlayerControlled () |
proto external void | SetJump (float val) |
proto external void | SetWantedLeaning (float val) |
proto external void | SetBanking (float val) |
proto external void | SetMeleeAttack (bool val) |
proto external float | GetLeaning () |
Either character wants to lean. More... | |
proto external float | GetWantedLeaning () |
proto external bool | IsAdjustingLeaning () |
proto external float | GetCurrentLeanAmount () |
Returns current amount of leaning applied. More... | |
proto external bool | IsLeaning () |
proto external float | GetADSTime () |
proto external bool | IsWeaponRaised () |
proto external EWeaponObstructedState | GetWeaponObstructedState () |
proto external float | GetObstructionAlpha () |
proto external bool | IsClimbing () |
proto external bool | IsSwimming () |
proto external bool | IsSprinting () |
proto external bool | IsChangingStance () |
proto external bool | IsWeaponADS () |
proto external bool | IsChangingFireMode () |
proto external bool | IsPlayingGesture () |
proto external bool | IsFreeLookEnabled () |
proto external bool | IsTrackIREnabled () |
proto external bool | IsFocusMode () |
proto external bool | GetWeaponADSInput () |
proto external bool | IsChangingItem () |
proto external bool | IsFalling () |
proto external bool | IsReloading () |
proto external bool | CanFire () |
proto external bool | IsDead () |
proto external bool | IsUsingItem () |
proto external bool | IsMeleeAttack () |
proto external bool | CanEngageChangeItem () |
proto external bool | SelectWeapon (BaseWeaponComponent newWeapon) |
Set weapon on character with switching animations. If true, the request was successful. More... | |
proto external bool | SetMuzzle (int index) |
proto external bool | SetFireMode (int index) |
proto external void | SetSightsRange (int index) |
proto external void | SetWeaponADSInput (bool val) |
proto external bool | SetSafety (bool safety, bool automatic) |
proto external float | GetStamina () |
proto external bool | ReloadWeapon () |
Request weapon reload. If true, request was sucessful. More... | |
proto external bool | ReloadWeaponWith (IEntity ammunitionEntity, bool bForceDetach=false) |
proto external ECharacterLifeState | GetLifeState () |
proto external void | SetUnconscious (bool enabled) |
proto external bool | IsUnconscious () |
proto external bool | CanReviveCharacter () |
proto external bool | CanEnterUnconsciousness () |
proto external void | EnableReviveCharacter (bool enabled) |
proto external void | Ragdoll (bool broadcast=true) |
Dying. More... | |
proto external void | ForceDeath () |
Kills the character. Skips invincibility checks. More... | |
proto external void | TakeGadgetInLeftHand (IEntity gadget, int gadgetType, bool autoFocus=false, bool skipAnimations=false) |
proto external bool | CanEquipGadget (IEntity gadget) |
proto external IEntity | GetAttachedGadgetAtLeftHandSlot () |
proto external bool | TryUseBandage (IEntity bandage, int bodyPart, float duration=4.0, bool bandageSelf=true) |
proto external void | RemoveGadgetFromHand (bool skipAnimations=false) |
Remove held gadget. More... | |
proto external void | RecoverHiddenGadget (bool respectSettings, bool skipAnims) |
Put held gadget on hold. More... | |
proto external bool | IsGadgetInHands () |
Returns true if there is a gadget in hands. More... | |
proto external bool | SetGadgetRaisedModeWanted (bool newRaised) |
Returns true if focus will be changed to requested. More... | |
proto external bool | IsGadgetRaisedModeWanted () |
Returns true if character will be (or is) using gadget in raised mode. More... | |
proto external bool | TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null) |
proto external bool | TryRecoverLastRightHandItem (bool swap=false, BaseUserAction callbackAction=null) |
proto external IEntity | GetRightHandItem () |
Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon) More... | |
proto external bool | TryUseItem (IEntity item, bool allowMovementDuringAction=false, bool keepInHandAfterSuccessfulAction=false) |
proto external bool | TryUseItemOverrideParams (notnull ItemUseParameters params) |
proto external bool | CanUseItem () |
Returns true if the character can use an item. More... | |
proto external bool | TryStartCharacterGesture (int gesture, int durationMS=0) |
Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called) More... | |
proto external void | StopCharacterGesture () |
proto external bool | TryPlayItemGesture (EItemGesture gesture, BaseUserAction callbackAction=null, string confirmEvent="") |
proto external bool | IsPlayingItemGesture () |
Returns true if the character is playing a gesture. More... | |
proto external bool | CanPlayItemGesture () |
Returns true if the character can play a gesture. More... | |
proto external bool | CanUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0, bool performTraceCheck=false) |
proto external bool | TryUseLadder (IEntity pLadderOwner, int ladderComponentIndex=0, float maxTestDistance=-1.0, float maxEntryAngle=-1.0) |
proto external void | DropWeapon (WeaponSlotComponent weaponSlot) |
Makes character drop weapon from the weapon slot given by parameter. More... | |
proto external void | DropItemFromLeftHand () |
Makes character drop item from left hand. More... | |
proto external void | StopDeployment () |
proto external void | RequestActionByID (int actionID, float value) |
proto external bool | IsPartiallyLowered () |
Returns true if the character is partially lowered. More... | |
proto external bool | CanPartialLower () |
Returns true if the character can partially lower (weapon). More... | |
proto external void | SetPartialLower (bool state) |
Sets desired partial lower state, if allowed. More... | |
proto external vector | GetCameraWeaponOffset () |
proto external bool | GetDisableMovementControls () |
proto external void | SetDisableMovementControls (bool other) |
proto external bool | GetDisableViewControls () |
proto external void | SetDisableViewControls (bool other) |
proto external void | SetAimingSensitivity (float mouse, float gamepad, float ads) |
proto external void | GetAimingSensitivity (out float mouse, out float gamepad, out float ads) |
proto external void | SetStickyGadget (bool enable) |
proto external void | SetStickyADS (bool enable) |
proto external void | SetMaxZoomInADS (bool enable) |
proto external bool | GetMaxZoomInADS () |
proto external void | SetMouseControlAircraft (bool enable) |
proto external bool | GetMouseControlAircraft () |
proto external bool | GetDisableWeaponControls () |
proto external void | SetDisableWeaponControls (bool other) |
proto external vector | GetMovementVelocity () |
proto external vector | GetMovementInput () |
proto external vector | GetVelocity () |
proto external bool | GetIsSprintingToggle () |
proto external float | GetLastStanceChangeDelay () |
proto external int | GetCurrentMovementPhase () |
proto external bool | GetCanFireWeapon () |
proto external bool | GetCanThrow () |
proto external void | SetWeaponNoFireTime (float t) |
proto external bool | IsInThirdPersonView () |
proto external void | SetInThirdPersonView (bool state) |
proto external float | GetStanceChangeDelayTime () |
proto external float | GetJumpSpeed () |
proto external bool | GetMeleeAttackInput () |
proto external bool | IsFreeLookEnforced () |
Returns true if freelook is enforced by game logic. More... | |
proto external bool | GetPositionInView (vector pos, float angMax) |
proto external void | GetWeaponModifiers (float baseScale, float moveScale, out vector scaleA, out vector scaleB) |
proto external CharacterStaminaComponent | GetStaminaComponent () |
proto external bool | IsCharacterStationary () |
event void | OnInspectionModeChanged (bool newState) |
event void | UpdateDrowning (float timeSlice, vector waterLevel) |
event protected void | OnDiag (IEntity owner, float timeslice) |
event protected void | OnReloaded (IEntity owner, BaseWeaponComponent weapon) |
event protected void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
event protected void | OnApplyControls (IEntity owner, float timeSlice) |
event protected void | OnMeleeDamage (bool started) |
Handling of melee events. Sends true if melee started, false, when melee ends. More... | |
event bool | GetCanMeleeAttack () |
event bool | GetCanEquipGadget (IEntity gadget) |
event protected bool | OnPerformAction () |
Override to handle what happens after pressing F button, return false to use default cpp behavior. More... | |
event bool | CanGetOutVehicleScript () |
Override to handle whether character can get out of vehicle via GetOut input action. More... | |
event bool | CanJumpOutVehicleScript () |
Override to handle whether character can eject from vehicle via JumpOut input action. More... | |
event protected void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState) |
Will be called when the life state of the character changes. More... | |
event protected void | OnConsciousnessChanged (bool conscious) |
Will be called when the consciousness of the character changes. More... | |
event protected void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. More... | |
event protected void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
Will be called when gadget taken/removed from hand. More... | |
event protected void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
Will be called when gadget fully transitioned to or canceled focus mode. More... | |
event protected void | OnItemUseBegan (ItemUseParameters itemUseParams) |
Will be called when item use action is started. More... | |
event protected void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
Will be called when item use action is complete. More... | |
event float | GetInspectTargetLookAt (out vector targetAngles) |
event bool | ShouldAligningAdjustAimingAngles () |
event bool | ShouldGadgetBeDropped (IEntity gadget) |
event protected void | OnWeaponDropped (IEntity pWeaponEntity, WeaponSlotComponent pWeaponSlot) |
Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from. More... | |
event protected void | OnItemDroppedFromLeftHand (IEntity pItemEntity) |
Runs after the left hand item is dropped. Returns dropped item entity. More... | |
event bool | SCR_GetDisableMovementControls () |
event void | SCR_OnDisabledJumpAction () |
event bool | SCR_GetDisableViewControls () |
event protected void | OnControlledByPlayer (IEntity owner, bool controlled) |
Called when a player has been assigned to this controller. More... | |
CommunicationSoundComponentClass SoundComponentClass | GetMetadata (AudioHandle handle, out notnull array< string > metadata) |
Get list of metadata. Last item in array is 'textFormat'. More... | |
proto external void | SoundEventPriority (string eventName, int priority, bool ignoreQueue=false) |
Add a soundevent with priority to the priority queue which will be played in order of priority. More... | |
event void | OnSoundEventFinished (string eventName, AudioHandle handle, int priority, bool terminated) |
event protected void | HandleMetadata (array< string > metadata, int priority, float distance) |
CompartmentAccessComponentClass GameComponentClass | GetCompartment () |
Returns the compartent we're in. More... | |
proto external BaseCompartmentSlot | FindFreeCompartment (IEntity targetEntity, ECompartmentType compartmentType, bool useReserved=true) |
Returns the first free compartment of a given type on. More... | |
proto external BaseCompartmentSlot | FindCompartmentReservedBy (IEntity targetEntity, IEntity reservedBy) |
proto external bool | IsInCompartment () |
Returns true if we're inside a compartment. More... | |
proto external bool | IsInCompartmentADS () |
Returns true if we're inside a compartment with enabled ADS. More... | |
proto external bool | IsTargetVehicleAccessible (IEntity targetEntity) |
Returns true if. More... | |
proto external bool | CanGetInVehicle (IEntity targetEntity) |
Returns true if. More... | |
proto external bool | CanGetInVehicleViaDoor (IEntity targetEntity, BaseCompartmentSlot targetCompartment, int doorInfoIndex) |
Returns true if. More... | |
proto external bool | GetInVehicle (IEntity targetEntity, BaseCompartmentSlot targetCompartment, int doorInfoIndex) |
Make current entity get into. More... | |
proto external bool | MoveInVehicle (IEntity targetEntity, BaseCompartmentSlot targetCompartment) |
Make current entity move (teleport) into. More... | |
proto external bool | WasLastGettingOutEjecting () |
If true, last exiting of vehicle was by ejecting, so we should not reset vehicle inputs. More... | |
proto external bool | WasLastGettingOutTeleportation () |
If true, last exiting of vehicle was by teleportation. More... | |
proto external void | GetTeleportTarget (out vector outMat[4]) |
Get the target transform for the last exit from vehicle. More... | |
proto external bool | IsGettingIn () |
Returns true while getting in. More... | |
proto external bool | IsGettingOut () |
Returns true while getting out. More... | |
proto external bool | CanGetOutVehicle () |
Returns true if compartment can be gotten out of. More... | |
proto external bool | CanGetOutVehicleViaDoor (int doorIndex) |
Returns true if compartment can be gotten out of via the door with index. More... | |
proto external bool | GetOutVehicle (int doorInfoIndex, bool ejects) |
Get out of current entity via the door with index. More... | |
proto external bool | MoveOutVehicle (int doorInfoIndex, vector targetTransform[4]) |
Move out of (teleport from) current vehicle via the door with index. More... | |
proto external bool | EjectOutOfVehicle () |
Teleport out of the vehicle normally - when exiting is not possible. More... | |
proto external bool | CanJumpOutVehicle () |
Returns true if current compartment can be jumped from. More... | |
proto external bool | JumpOutVehicle () |
Jump out of current compartment. More... | |
event protected void | OnCompartmentEntered (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
event protected void | OnCompartmentLeft (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
proto external Faction | GetAffiliatedFaction () |
Returns the affiliated faction or null if none. More... | |
proto external Faction | GetDefaultAffiliatedFaction () |
Returns the default affiliated faction or null if none. More... | |
proto external void | SetAffiliatedFaction (Faction faction) |
proto external void | SetAffiliatedFactionByKey (FactionKey factionKey) |
event protected void | OnCompartmentEntering (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
event protected void | OnCompartmentEntered (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
event protected void | OnCompartmentLeft (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
event protected void | OnFactionChanged (Faction previous, Faction current) |
FuelManagerComponentClass GameComponentClass | GetFuelNodesList (out notnull array< BaseFuelNode > outNodes) |
proto external bool | HasFuel () |
Returns true if one node has at least some fuel. More... | |
proto external bool | CanBeRefueled () |
Returns true if at least one node can be refueled. More... | |
proto external float | GetTotalFuel () |
Get the current sum of amount of fuel in all nodes. More... | |
proto external float | GetTotalMaxFuel () |
Get the current sum of the max amount of fuel in all nodes. More... | |
HelicopterControllerComponentClass VehicleControllerComponent_SAClass | GetAutohoverEnabled () |
return true if autohover system is enabled More... | |
proto external void | SetAutohoverEnabled (bool enabled) |
enables autohover system More... | |
proto external bool | GetWheelBrake () |
returns true if wheel brake is active More... | |
proto external bool | GetPersistentWheelBrake () |
returns true if persistent wheel brake is active More... | |
NwkCarMovementComponentClass NwkMovementComponentClass | SetAllowance (bool speedScaledDistance, float distance, float angle, float linearVelocity, float angularVelocity) |
proto external void | SetPrediction (bool turnOn) |
NwkMovementComponentClass GameComponentClass | IsInterpolating () |
Base class for entity replication - e.g. vehicles, characters, animals. More... | |
proto external void | EnableSimulation (bool enable) |
proto external void | EnableInterpolation (bool enable) |
proto external bool | IsInterpolationEnabled () |
PerceptionComponentClass AIComponentEntityClass | GetSimulateCounter () |
proto external int | GetTargetsList (out notnull array< BaseTarget > outTargets, ETargetCategory category) |
proto external int | GetTargetCount (ETargetCategory category) |
proto external BaseTarget | GetLastSeenTarget (ETargetCategory category, float timeSinceSeenMax) |
proto external BaseTarget | GetTargetPerceptionObject (IEntity entityToFind, ETargetCategory targetCategory) |
proto external BaseTarget | FindTargetPerceptionObject (IEntity entityToFind) |
Same as GetTargetPerceptionObject, but searches in all categories. More... | |
proto external BaseTarget | GetClosestTarget (ETargetCategory category, float timeSinceSeenMax, float timeSinceDetectedMax) |
proto external void | SetPerceptionFactor (float value) |
Sets perception factor - how good this AI can recognize enemy, independent of enemy state. 1.0 is standard value. Bigger value means faster recognition. More... | |
proto external float | GetUpdateInterval () |
proto external IEntity | GetFriendlyInLineOfFire () |
proto external void | SetFriendlyFireCheck (bool on) |
PreviewAnimationComponentClass AnimationControllerComponentClass | UpdateFrameStep (IEntity owner, float ts) |
Performs manual graph step (might be needed when owner/component is controlled outside of world simulation and visual state update of skeleton is required) More... | |
proto external void | SetGraphResource (IEntity owner, ResourceName graphResource, ResourceName animInstanceResource, string startNode) |
Changes used anim graph. More... | |
proto external void | UpdateAnimInstance (IEntity owner, ResourceName instanceResource) |
Changes used anim instance. More... | |
proto external void | SetHandsIKPose (IEntity owner, ResourceName ikPoseResource) |
Changes used ik pose resource. More... | |
proto external void | SetIkState (bool leftHand, bool rightHand) |
Changes IK state for weapon IKVariable (usually state set once upon creation) More... | |
RadioBroadcastComponentClass GameComponentClass | GetState () |
proto external void | EnableRadio (bool enable) |
RplComponentClass BaseRplComponentClass | DeleteRplEntity (IEntity entity, bool releaseFromReplication) |
Base class for entity replication - e.g. vehicles, characters, animals. More... | |
proto external void | GiveExt (RplIdentity newOwner, bool alwaysNotify) |
proto external void | ForceNodeMovement (vector previousPos) |
proto external void | EnableStreaming (bool enable) |
proto external void | EnableStreamingConNode (RplIdentity identity, bool enable) |
ScriptGameComponentClass ScriptComponentClass | OnTicksOnRemoteProxy () |
SignalsComponentClass GameComponentClass | Update () |
Updates the internal state. Changes outputs based on inputs. More... | |
proto external int | GetSignalInIndex (string name) |
Returns the index of a given signal input. More... | |
proto external int | GetSignalOutIndex (string name) |
Returns the index of a given signal output. More... | |
proto external bool | SetSignalInValue (int index, float value) |
Set the input value of a signal. Returns true if changed. More... | |
proto external float | GetSignalInValue (int index) |
Returns the value of a signal input. More... | |
proto external float | GetSignalOutValue (int index) |
Returns the value of a signal output. More... | |
proto external int | GetSignalIns (out notnull array< string > ins) |
proto external int | GetSignalOuts (out notnull array< string > outs) |
SignalsManagerComponentClass GameComponentClass | AddOrFindSignal (string signalName, float value=0) |
proto external int | AddOrFindMPSignal (string signalName, float valueThreshold, float blendSpeed, float value=0, SignalCompressionFunc compressionFunc=SignalCompressionFunc.None) |
proto external int | FindSignal (string signalName) |
proto external void | SetSignalValue (int index, float value) |
Set the signal with an index of. More... | |
proto external float | GetSignalValue (int index) |
SimpleSoundComponentClass BaseSoundComponentClass | EnableDynamicSimulation (bool value) |
Enables the dynamic simulation. More... | |
proto external void | SetScriptedMethodsCall (bool state) |
Set flag for script callbacks. More... | |
proto external bool | IsScriptedMethodsCallEnabled () |
TRUE when flag for script callbacks is set. More... | |
event protected void | UpdateSoundJob (IEntity owner, float timeSlice) |
Call when component is in range. More... | |
event protected void | OnUpdateSoundJobBegin (IEntity owner) |
Called when dynamic simulation is started. More... | |
event protected void | OnUpdateSoundJobEnd (IEntity owner) |
Called when dynamic simulation is stopped. More... | |
SlotManagerComponentClass GameComponentClass | GetSlotInfos (out notnull array< EntitySlotInfo > outSlotInfos) |
proto external EntitySlotInfo | GetSlotByName (string slotName) |
SoundComponentClass SimpleSoundComponentClass | SoundEvent (string eventName) |
Play a sound from the owner entity's position. More... | |
proto external AudioHandle | SoundEventTransform (string eventName, vector transf[]) |
Play a sound from a set transformation. More... | |
proto external AudioHandle | SoundEventBone (string eventName, string bone) |
Play a sound from the owner entity's position. More... | |
proto external AudioHandle | SoundEventOffset (string eventName, vector offset) |
Play a sound with a given offset from the owner entity. More... | |
StreetLampComponentClass GenericComponentClass | IsLightOn () |
proto external void | SetBroken (bool broken) |
VehicleBaseSimulationClass GameComponentClass | HasAnyGroundContact () |
Returns true if any wheel/landing gear has contact with ground or other object. More... | |
proto external vector | GetGForce () |
Returns the acceleration of the vehicle produced by mechanical forces. More... | |
proto external float | GetGForceMagnitude () |
Returns the total amount of acceleration of the vehicle produced by mechanical forces. More... | |
proto external bool | IsValid () |
Returns true if this component was properly initialized. More... | |
VehicleSoundComponentClass SoundComponentClass | SetMinTimeAfterImpact (float timeMs) |
VolumeDataProviderComponentClass GenericComponentClass | SetSize (vector size) |
proto external void | SetCategory (string category) |
VoNComponentClass GameComponentClass | SetCapture (bool isCapturing) |
proto external void | SetCommMethod (ECommMethod type) |
Sets communication method used. More... | |
proto external ECommMethod | GetCommMethod () |
proto external void | SetTransmitRadio (BaseTransceiver transceiver) |
Sets the transceiver used for VoN transmission. More... | |
proto external BaseTransceiver | GetTransmitRadio () |
proto external void | SoundEventPriority (string eventname, array< float > values, int priority, bool ignoreQueue=false) |
Transfer AI sound message through VoN. More... | |
event protected void | OnCapture (BaseTransceiver transmitter) |
VONComponent event. More... | |
event protected void | OnReceive (int playerId, BaseTransceiver receiver, int frequency, float quality) |
VONComponent event. More... | |
Player vehicle driving assistance modes. Individual features may become separate options in future.
Definition at line 13 of file EVehicleDrivingAssistanceMode.c.
Definition at line 13 of file EVehicleDrivingAssistanceMode.c.
Describes failure types of engine startup routine.
Definition at line 13 of file EVehicleEngineStartFailedReason.c.
Definition at line 13 of file EVehicleEngineStartFailedReason.c.
proto external int AddOrFindMPSignal | ( | string | signalName, |
float | valueThreshold, | ||
float | blendSpeed, | ||
float | value = 0 , |
||
SignalCompressionFunc | compressionFunc = SignalCompressionFunc.None |
||
) |
Add or find a signal which is synchronized over the network automatically.
signalName | Name of the signal to add / find |
valueThreshold | How much the value has to changed compared to the previous one in order to sync it over the network. |
blendSpeed | How fast the value is interpolated when synced over the network. It also influences how much time can pass before the values is synced over the network again. Time in seconds = 1.0/blendSpeed. |
value | Value the newly created signal is going to have. |
compressionFunc | Compression type to use to compress the value when transfering it over the network. |
SignalsManagerComponentClass GameComponentClass AddOrFindSignal | ( | string | signalName, |
float | value = 0 |
||
) |
Add or Find a signal which is always local to the machine
signalName | Name of the signal to add / find |
value | Value the newly created signal is going to have. |
proto external bool CanBeRefueled | ( | ) |
Returns true if at least one node can be refueled.
proto external void CancelAction | ( | BaseUserAction | action | ) |
proto external void CancelStart | ( | ) |
proto external bool CanChangeStance | ( | int | stance | ) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
proto external bool CanDeployWeapon | ( | ) |
Returns true if weapon can be deployed and stabilized. This method uses traces to see if the surface is suitable for weapon deployment.
proto external bool CanEngageChangeItem | ( | ) |
proto external bool CanEnterUnconsciousness | ( | ) |
proto external bool CanEquipGadget | ( | IEntity | gadget | ) |
proto external bool CanFire | ( | ) |
proto external bool CanGetInVehicle | ( | IEntity | targetEntity | ) |
Returns true if.
targetEntity | can be entered at this time |
proto external bool CanGetInVehicleViaDoor | ( | IEntity | targetEntity, |
BaseCompartmentSlot | targetCompartment, | ||
int | doorInfoIndex | ||
) |
Returns true if.
targetEntity | can be entered at this time |
proto external bool CanGetOutVehicle | ( | ) |
Returns true if compartment can be gotten out of.
event bool CanGetOutVehicleScript | ( | ) |
Override to handle whether character can get out of vehicle via GetOut input action.
Definition at line 401 of file CharacterControllerComponent.c.
proto external bool CanGetOutVehicleViaDoor | ( | int | doorIndex | ) |
Returns true if compartment can be gotten out of via the door with index.
doorIndex |
proto external bool CanInspect | ( | IEntity | targetItem | ) |
Returns whether inspection mode can be set.
proto external bool CanJumpOutVehicle | ( | ) |
Returns true if current compartment can be jumped from.
event bool CanJumpOutVehicleScript | ( | ) |
Override to handle whether character can eject from vehicle via JumpOut input action.
Definition at line 403 of file CharacterControllerComponent.c.
proto external bool CanMove | ( | ) |
Returns state of movement capacity.
proto external bool CanPartialLower | ( | ) |
Returns true if the character can partially lower (weapon).
proto external bool CanPlayItemGesture | ( | ) |
Returns true if the character can play a gesture.
proto external bool CanReviveCharacter | ( | ) |
proto external bool CanRoll | ( | int | val | ) |
proto external bool CanSetDynamicStance | ( | float | value | ) |
Returns whether provided dynamic stance can be set for this character.
value | Desired stance height as percentage of full erect <0,1>. |
VehicleControllerComponentClass CompartmentControllerComponentClass CanSwitchSeat | ( | ) |
proto external bool CanUseItem | ( | ) |
Returns true if the character can use an item.
proto external bool CanUseLadder | ( | IEntity | pLadderOwner, |
int | ladderComponentIndex = 0 , |
||
float | maxTestDistance = -1.0 , |
||
float | maxEntryAngle = -1.0 , |
||
bool | performTraceCheck = false |
||
) |
Returns true if the character can use provided ladder. if optional maxTestDistance or maxEntryAngle is below 0, distance for test will be taken from character's ladder auto detection settings
RplComponentClass BaseRplComponentClass DeleteRplEntity | ( | IEntity | entity, |
bool | releaseFromReplication | ||
) |
Base class for entity replication - e.g. vehicles, characters, animals.
Deletes a replicated entity.
When called by the authority it removes the entity from replication delete the entity physically. If releaseFromReplication is true, once deleted from the replication on proxies they won't delete the entity physically.
When called by a proxy no physical delete happens until the authority deletes the entity. If releaseFromReplication is true the entity is marked and won't be deleted physically when deleted from the replication (unless the authority managed to tell the proxy the entity was deleted on the server already).
pEntity | Entity to delete |
releaseFromReplication | When true after the entity is deleted from replication it won't be deleted from the game. |
proto external void DropItemFromLeftHand | ( | ) |
Makes character drop item from left hand.
proto external void DropWeapon | ( | WeaponSlotComponent | weaponSlot | ) |
Makes character drop weapon from the weapon slot given by parameter.
proto external bool EjectOutOfVehicle | ( | ) |
Teleport out of the vehicle normally - when exiting is not possible.
SimpleSoundComponentClass BaseSoundComponentClass EnableDynamicSimulation | ( | bool | value | ) |
Enables the dynamic simulation.
proto external void EnableHoldInputForRoll | ( | bool | enable | ) |
proto external void EnableInterpolation | ( | bool | enable | ) |
proto external void EnableRadio | ( | bool | enable | ) |
proto external void EnableReviveCharacter | ( | bool | enabled | ) |
proto external void EnableSimulation | ( | bool | enable | ) |
proto external void EnableStreaming | ( | bool | enable | ) |
Enable streaming for a specific entity. This takes precedence over EnableStreaming for a specific Connection or Connection/Node
enable | If true streaming is enabled. |
proto external void EnableStreamingConNode | ( | RplIdentity | identity, |
bool | enable | ||
) |
Enable streaming of node to a specific player. Respects disabled connection rules, respects disabled nodes rules
identity | Client connection |
enable | If true streaming is enabled. |
proto external BaseCompartmentSlot FindCompartmentReservedBy | ( | IEntity | targetEntity, |
IEntity | reservedBy | ||
) |
proto external BaseCompartmentSlot FindFreeCompartment | ( | IEntity | targetEntity, |
ECompartmentType | compartmentType, | ||
bool | useReserved = true |
||
) |
Returns the first free compartment of a given type on.
targetEntity |
proto external BaseLightSlot FindLight | ( | int | lightID | ) |
Searches for Light by ID.
proto external int FindSignal | ( | string | signalName | ) |
Find a signal with given name
signalName | Name of the signal to find |
proto external BaseTarget FindTargetPerceptionObject | ( | IEntity | entityToFind | ) |
Same as GetTargetPerceptionObject, but searches in all categories.
proto external void ForceDeath | ( | ) |
Kills the character. Skips invincibility checks.
proto external void ForceNodeMovement | ( | vector | previousPos | ) |
Force scheduler to move node This is useful for nodes that do not have networked movement component, but are forcefully moved. To be used only in special cases.
previousPos | previous position to move the node from |
proto external void ForceStance | ( | int | stance | ) |
proto external void ForceStanceUp | ( | int | stance | ) |
proto external void ForceStartEngine | ( | ) |
Forcibly starts the engine without any delay, only meant for cinematics, not to be used in any game logic!
proto external void ForceStopEngine | ( | ) |
Forcibly stops the engine without any delay, only meant for cinematics, not to be used in any game logic!
proto external float GetADSTime | ( | ) |
proto external Faction GetAffiliatedFaction | ( | ) |
Returns the affiliated faction or null if none.
proto external AIControlComponent GetAIControlComponent | ( | ) |
CharacterControllerComponentClass PrimaryControllerComponentClass GetAimingComponent | ( | ) |
proto external vector GetAimingDirection | ( | ) |
Get the current aiming direction in local space.
proto external vector GetAimingDirectionWorld | ( | ) |
Get the current aiming direction in world space.
proto void GetAimingLimits | ( | out vector | limitsHoriz, |
out vector | limitsVert | ||
) |
Get the current aiming limits
limitsHoriz | Return the horizontal limits |
limitsVert | Return the vertical limits |
proto external vector GetAimingRotation | ( | ) |
Get the current aiming rotation in degress.
proto external vector GetAimingRotationModification | ( | ) |
proto external vector GetAimingRotationWanted | ( | ) |
Get the current desired aiming rotation in degrees.
proto external void GetAimingSensitivity | ( | out float | mouse, |
out float | gamepad, | ||
out float | ads | ||
) |
proto external void GetAmbientSoundsCountPerType | ( | out notnull array< int > | count | ) |
proto external CharacterAnimationComponent GetAnimationComponent | ( | ) |
proto external IEntity GetAttachedGadgetAtLeftHandSlot | ( | ) |
HelicopterControllerComponentClass VehicleControllerComponent_SAClass GetAutohoverEnabled | ( | ) |
return true if autohover system is enabled
proto external VehicleBaseSimulation GetBaseSimulation | ( | ) |
Returns the base of simulation component associated with this controller.
proto external CameraHandlerComponent GetCameraHandlerComponent | ( | ) |
proto external vector GetCameraOrigin | ( | ) |
proto external vector GetCameraWeaponOffset | ( | ) |
event bool GetCanEquipGadget | ( | IEntity | gadget | ) |
Definition at line 397 of file CharacterControllerComponent.c.
proto external bool GetCanFireWeapon | ( | ) |
event bool GetCanMeleeAttack | ( | ) |
Definition at line 396 of file CharacterControllerComponent.c.
proto external bool GetCanThrow | ( | ) |
proto external bool GetChannelState | ( | int | channelId | ) |
channelId | Defined by BaseChatEntity. Indexed from 0. |
proto external SCR_ChimeraCharacter GetCharacter | ( | ) |
Returns the current controlled character.
AIAnimalManagerComponentClass AIComponentClass GetClosestDormantAgent | ( | vector | playerPos | ) |
proto external void GetClosestEntities | ( | int | soundTypeIdx, |
int | nEntities, | ||
out notnull array< IEntity > | output | ||
) |
proto external BaseTarget GetClosestTarget | ( | ETargetCategory | category, |
float | timeSinceSeenMax, | ||
float | timeSinceDetectedMax | ||
) |
proto external ECommMethod GetCommMethod | ( | ) |
CompartmentAccessComponentClass GameComponentClass GetCompartment | ( | ) |
Returns the compartent we're in.
proto external IEntity GetCurrentItemInHands | ( | ) |
proto external float GetCurrentLeanAmount | ( | ) |
Returns current amount of leaning applied.
proto external int GetCurrentMovementPhase | ( | ) |
proto external vector GetCurrentRecoilTranslation | ( | ) |
proto external Faction GetDefaultAffiliatedFaction | ( | ) |
Returns the default affiliated faction or null if none.
proto external bool GetDisableMovementControls | ( | ) |
proto external bool GetDisableViewControls | ( | ) |
proto external bool GetDisableWeaponControls | ( | ) |
proto external float GetDynamicSpeed | ( | ) |
Returns dynamic speed value. Set by mousewheel or by pressing walk button. Not set by gamepad analogue stick.
proto external float GetDynamicStance | ( | ) |
Returns current dynamic stance value.
proto external string GetEncryptionKey | ( | ) |
proto external bool GetEngineDrowned | ( | ) |
Returns true if the engine is drowned.
proto external float GetEngineStartupChance | ( | ) |
Returns the engine startup chance in <0, 100>.
proto external bool GetFreeLookController | ( | ) |
proto external bool GetFreeLookInput | ( | ) |
proto external bool GetFreeLookMouse | ( | ) |
proto external IEntity GetFriendlyInLineOfFire | ( | ) |
proto external FuelManagerComponent GetFuelManager | ( | ) |
Returns the fuel manager associated with this controller.
FuelManagerComponentClass GameComponentClass GetFuelNodesList | ( | out notnull array< BaseFuelNode > | outNodes | ) |
proto external vector GetGForce | ( | ) |
Returns the acceleration of the vehicle produced by mechanical forces.
proto external float GetGForceMagnitude | ( | ) |
Returns the total amount of acceleration of the vehicle produced by mechanical forces.
proto external CharacterHeadAimingComponent GetHeadAimingComponent | ( | ) |
AimingComponentClass BaseAimingComponentClass GetInitAiming | ( | ) |
Get the init rotation defined in the prefab in degrees.
proto external CharacterInputContext GetInputContext | ( | ) |
proto external bool GetInspect | ( | ) |
Returns whether character is in inspection mode.
proto external bool GetInspectCurrentWeapon | ( | ) |
Returns whether inspected item (if any) is currently equipped weapon or not.
proto external IEntity GetInspectEntity | ( | ) |
Returns entity that is currently inspected or null if none.
proto external int GetInspectState | ( | ) |
Returns inspection state if inspection is enabled.
event float GetInspectTargetLookAt | ( | out vector | targetAngles | ) |
Output target angles vector is used during inspection to adjust look at. Returned value is speed at which the look angles are adjusted, or 0 if no adjustment is to be made.
proto external bool GetInVehicle | ( | IEntity | targetEntity, |
BaseCompartmentSlot | targetCompartment, | ||
int | doorInfoIndex | ||
) |
Make current entity get into.
targetEntity's | compartment specified by |
targetCompartment |
proto external InventoryStorageManagerComponent GetInventoryStorageManager | ( | ) |
proto external bool GetIsSprintingToggle | ( | ) |
proto external bool GetIsWeaponDeployed | ( | ) |
Returns true if weapon is deployed and stabilized.
proto external bool GetIsWeaponDeployedBipod | ( | ) |
Returns true if weapon is deployed and stabilized using a bipod.
proto external float GetJumpSpeed | ( | ) |
proto external BaseTarget GetLastSeenTarget | ( | ETargetCategory | category, |
float | timeSinceSeenMax | ||
) |
proto external float GetLastStanceChangeDelay | ( | ) |
proto external float GetLeaning | ( | ) |
Either character wants to lean.
proto external EntitySlotInfo GetLeftHandPointInfo | ( | ) |
proto external ECharacterLifeState GetLifeState | ( | ) |
proto external BaseLightManagerComponent GetLightManager | ( | ) |
Returns the light manager associated with this controller.
proto external int GetLights | ( | out notnull array< BaseLightSlot > | outLights | ) |
Returns a list and count of all lights.
BaseLightManagerComponentClass GameComponentClass GetLightsEnabled | ( | ) |
Gets the enable flag (all lights)
proto external bool GetLightsState | ( | ELightType | type, |
int | side = -1 |
||
) |
Gets the state flag for given type.
proto external bool GetMaxZoomInADS | ( | ) |
proto external bool GetMeleeAttackInput | ( | ) |
CommunicationSoundComponentClass SoundComponentClass GetMetadata | ( | AudioHandle | handle, |
out notnull array< string > | metadata | ||
) |
Get list of metadata. Last item in array is 'textFormat'.
proto external vector GetModifiedAimingTranslation | ( | ) |
proto external bool GetMouseControlAircraft | ( | ) |
proto external vector GetMovementDirWorld | ( | ) |
proto external vector GetMovementInput | ( | ) |
proto external float GetMovementSpeed | ( | ) |
proto external vector GetMovementVelocity | ( | ) |
proto external float GetObstructionAlpha | ( | ) |
proto external bool GetOutVehicle | ( | int | doorInfoIndex, |
bool | ejects | ||
) |
Get out of current entity via the door with index.
doorInfoIndex |
BaseAimingComponentClass GameComponentClass GetOwner | ( | ) |
This component takes care of sending chat messages.
Returns the entity owning the component.
Returns the entity owner of the component.
Returns the parent entity of this component.
Returns the entity owning the component.
Returns the entity owner of the component.
This component takes care of sending chat messages.
Returns the parent entity of this component.
Definition at line 128 of file SCR_FuelNode.c.
proto external bool GetPersistentWheelBrake | ( | ) |
returns true if persistent wheel brake is active
proto external PilotCompartmentSlot GetPilotCompartmentSlot | ( | ) |
Returns the pilot compartment slot associated with this controller.
proto external bool GetPositionInView | ( | vector | pos, |
float | angMax | ||
) |
Returns whether a position is in the character's view
pos | World Position to check is within view |
angMax | Maximum(exclusive) angular offset in Degrees to consider the position within view |
proto external IEntity GetRandomTree | ( | int | index, |
float | minHeight | ||
) |
proto external vector GetRawAimingRotation | ( | ) |
Returns the aiming rotation in weapon model space. (1 = 1 rad).
x: +yaw, -yaw y: +pitch, -pitch z: +roll, -roll
proto external vector GetRawAimingTranslation | ( | ) |
Returns the aiming translation prior to any transformations in weapon model space (1 = 1 m).
x: +right, -left y: +up, -down z: +front, -back
proto external IEntity GetRightHandItem | ( | ) |
Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon)
proto external EntitySlotInfo GetRightHandPointInfo | ( | ) |
proto external bool GetRiver | ( | const vector | pos, |
out notnull array< float > | count | ||
) |
proto external int GetSignalInIndex | ( | string | name | ) |
Returns the index of a given signal input.
proto external int GetSignalIns | ( | out notnull array< string > | ins | ) |
proto external float GetSignalInValue | ( | int | index | ) |
Returns the value of a signal input.
proto external int GetSignalOutIndex | ( | string | name | ) |
Returns the index of a given signal output.
proto external int GetSignalOuts | ( | out notnull array< string > | outs | ) |
proto external float GetSignalOutValue | ( | int | index | ) |
Returns the value of a signal output.
proto external SignalsManagerComponent GetSignalsManager | ( | ) |
Returns the signals manager associated with this controller.
proto external float GetSignalValue | ( | int | index | ) |
Get value of the signal with index
index |
PerceptionComponentClass AIComponentEntityClass GetSimulateCounter | ( | ) |
proto external EntitySlotInfo GetSlotByName | ( | string | slotName | ) |
SlotManagerComponentClass GameComponentClass GetSlotInfos | ( | out notnull array< EntitySlotInfo > | outSlotInfos | ) |
proto external float GetStamina | ( | ) |
proto external CharacterStaminaComponent GetStaminaComponent | ( | ) |
Returns locally cached stamina component or null if none.
proto external ECharacterStance GetStance | ( | ) |
Returns the current stance of the character.
proto external float GetStanceChangeDelayTime | ( | ) |
RadioBroadcastComponentClass GameComponentClass GetState | ( | ) |
Definition at line 7 of file SCR_BaseEntitiesEditorUIEffect.c.
proto external int GetTargetCount | ( | ETargetCategory | category | ) |
Returns count of targets of given category
proto external BaseTarget GetTargetPerceptionObject | ( | IEntity | entityToFind, |
ETargetCategory | targetCategory | ||
) |
proto external int GetTargetsList | ( | out notnull array< BaseTarget > | outTargets, |
ETargetCategory | category | ||
) |
proto external void GetTeleportTarget | ( | out vector | outMat[4] | ) |
Get the target transform for the last exit from vehicle.
proto external float GetTotalFuel | ( | ) |
Get the current sum of amount of fuel in all nodes.
proto external float GetTotalMaxFuel | ( | ) |
Get the current sum of the max amount of fuel in all nodes.
proto external BaseTransceiver GetTransceiver | ( | int | idx | ) |
proto external BaseTransceiver GetTransmitRadio | ( | ) |
proto external float GetUpdateInterval | ( | ) |
proto external vector GetVelocity | ( | ) |
proto external VoNComponent GetVONComponent | ( | ) |
Get active VON component for transmit.
Definition at line 125 of file SCR_VONController.c.
proto external float GetWantedLeaning | ( | ) |
proto external bool GetWeaponADSInput | ( | ) |
proto external BaseWeaponManagerComponent GetWeaponManager | ( | ) |
Returns the weapon manager associated with this controller.
proto external BaseWeaponManagerComponent GetWeaponManagerComponent | ( | ) |
proto external void GetWeaponModifiers | ( | float | baseScale, |
float | moveScale, | ||
out vector | scaleA, | ||
out vector | scaleB | ||
) |
Returns modifiers for weapon sway/recoil based on movement, stance, etc Fills scaleA and scaleB with following modifier values: scaleA.x - modifier scaleX scaleA.y - modifier scaleY scaleB.x - speed scale scaleB.y - translation scale
proto external EWeaponObstructedState GetWeaponObstructedState | ( | ) |
proto external bool GetWheelBrake | ( | ) |
returns true if wheel brake is active
proto external void GiveExt | ( | RplIdentity | newOwner, |
bool | alwaysNotify | ||
) |
Gives ownership to newOwner if possible. Also notifies listeners if possible. Unlike Give this supports also custom data passing between the old and the new owner.
newOwner | New owner. |
alwaysNotify | Notifies listeners even if no change in ownership happened. |
event protected void HandleMetadata | ( | array< string > | metadata, |
int | priority, | ||
float | distance | ||
) |
VehicleBaseSimulationClass GameComponentClass HasAnyGroundContact | ( | ) |
Returns true if any wheel/landing gear has contact with ground or other object.
proto external bool HasFuel | ( | ) |
Returns true if one node has at least some fuel.
proto external bool IsAdjustingLeaning | ( | ) |
proto external bool IsAnimationTag | ( | AnimationTagID | tagID | ) |
proto external bool IsChangingFireMode | ( | ) |
proto external bool IsChangingItem | ( | ) |
proto external bool IsChangingStance | ( | ) |
proto external bool IsCharacterStationary | ( | ) |
proto external bool IsClimbing | ( | ) |
proto external bool IsDead | ( | ) |
proto external bool IsEngineOn | ( | ) |
proto external bool IsFalling | ( | ) |
proto external bool IsFocusMode | ( | ) |
proto external bool IsFreeLookEnabled | ( | ) |
proto external bool IsFreeLookEnforced | ( | ) |
Returns true if freelook is enforced by game logic.
proto external bool IsFreeLookForced | ( | ) |
proto external bool IsGadgetInHands | ( | ) |
Returns true if there is a gadget in hands.
proto external bool IsGadgetRaisedModeWanted | ( | ) |
Returns true if character will be (or is) using gadget in raised mode.
proto external bool IsGettingIn | ( | ) |
Returns true while getting in.
proto external bool IsGettingOut | ( | ) |
Returns true while getting out.
proto external bool IsInCompartment | ( | ) |
Returns true if we're inside a compartment.
proto external bool IsInCompartmentADS | ( | ) |
Returns true if we're inside a compartment with enabled ADS.
NwkMovementComponentClass GameComponentClass IsInterpolating | ( | ) |
Base class for entity replication - e.g. vehicles, characters, animals.
proto external bool IsInterpolationEnabled | ( | ) |
proto external bool IsInThirdPersonView | ( | ) |
proto external bool IsLeaning | ( | ) |
StreetLampComponentClass GenericComponentClass IsLightOn | ( | ) |
proto external bool IsMeleeAttack | ( | ) |
proto external bool IsPartiallyLowered | ( | ) |
Returns true if the character is partially lowered.
proto external bool IsPlayerControlled | ( | ) |
proto external bool IsPlayingGesture | ( | ) |
proto external bool IsPlayingItemGesture | ( | ) |
Returns true if the character is playing a gesture.
proto external bool IsPowered | ( | ) |
proto external bool IsReloading | ( | ) |
proto external bool IsRoll | ( | ) |
proto external bool IsScriptedMethodsCallEnabled | ( | ) |
TRUE when flag for script callbacks is set.
proto external bool IsSprinting | ( | ) |
proto external bool IsSwimming | ( | ) |
proto external bool IsTargetVehicleAccessible | ( | IEntity | targetEntity | ) |
Returns true if.
targetEntity | is accessible for getting in (e.g. not upside down) |
proto external bool IsTrackIREnabled | ( | ) |
proto external bool IsUnconscious | ( | ) |
proto external bool IsUsingItem | ( | ) |
proto external bool IsValid | ( | ) |
Returns true if this component was properly initialized.
proto external bool IsWeaponADS | ( | ) |
proto external bool IsWeaponRaised | ( | ) |
proto external bool JumpOutVehicle | ( | ) |
Jump out of current compartment.
proto external bool MoveInVehicle | ( | IEntity | targetEntity, |
BaseCompartmentSlot | targetCompartment | ||
) |
Make current entity move (teleport) into.
targetEntity's | compartment specified by |
targetCompartment |
proto external bool MoveOutVehicle | ( | int | doorInfoIndex, |
vector | targetTransform[4] | ||
) |
Move out of (teleport from) current vehicle via the door with index.
doorInfoIndex |
event protected void OnAnimationEvent | ( | AnimationEventID | animEventType, |
AnimationEventID | animUserString, | ||
int | intParam, | ||
float | timeFromStart, | ||
float | timeToEnd | ||
) |
Definition at line 25 of file SCR_MineAnimationComponent.c.
event protected void OnApplyControls | ( | IEntity | owner, |
float | timeSlice | ||
) |
event bool OnBeforeEngineStart | ( | ) |
Is called every time the controller wants to start the engine.
event protected void OnCapture | ( | BaseTransceiver | transmitter | ) |
VONComponent event.
Event polled each frame while component is recording audio
transmitter | Transceiver used. Null if only direct speech. |
Definition at line 131 of file SCR_VonDisplay.c.
event protected void OnCharacterBoolVariable | ( | int | variableID, |
bool | value | ||
) |
Called when animation command was called in synced character's animation logic.
event protected void OnCharacterFloatVariablet | ( | int | variableID, |
float | value | ||
) |
Called when variable was changed in synced character's animation logic.
event protected void OnCompartmentEntered | ( | IEntity | targetEntity, |
BaseCompartmentManagerComponent | manager, | ||
int | mgrID, | ||
int | slotID, | ||
bool | move | ||
) |
SCR_CompartmentAccessComponent event
[in] | targetEntity | |
[in] | manager | |
[in] | mgrID | |
[in] | slotID | |
[in] | move |
Definition at line 1248 of file SCR_CharacterInventoryStorageComponent.c.
event protected void OnCompartmentEntered | ( | IEntity | vehicle, |
IEntity | occupant, | ||
BaseCompartmentSlot | compartment, | ||
bool | move | ||
) |
event protected void OnCompartmentEntering | ( | IEntity | vehicle, |
IEntity | occupant, | ||
BaseCompartmentSlot | compartment, | ||
bool | move | ||
) |
event protected void OnCompartmentLeft | ( | IEntity | targetEntity, |
BaseCompartmentManagerComponent | manager, | ||
int | mgrID, | ||
int | slotID, | ||
bool | move | ||
) |
SCR_CompartmentAccessComponent event
[in] | targetEntity | |
[in] | manager | |
[in] | mgrID | |
[in] | slotID | |
[in] | move |
Definition at line 134 of file SCR_XPHandlerComponent.c.
event protected void OnCompartmentLeft | ( | IEntity | vehicle, |
IEntity | occupant, | ||
BaseCompartmentSlot | compartment, | ||
bool | move | ||
) |
event protected void OnConsciousnessChanged | ( | bool | conscious | ) |
Will be called when the consciousness of the character changes.
Upon death, the unconscious state is no longer detectable, we need to cache it
[in] | conscious |
Definition at line 241 of file SCR_CampaignBuildingGadgetToolComponent.c.
event protected void OnControlledByPlayer | ( | IEntity | owner, |
bool | controlled | ||
) |
Called when a player has been assigned to this controller.
event protected void OnDeath | ( | IEntity | instigatorEntity, |
notnull Instigator | instigator | ||
) |
Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.
event void OnDelete | ( | IEntity | owner | ) |
Definition at line 538 of file SCR_CampaignBuildingCompositionComponent.c.
event protected void OnDiag | ( | IEntity | owner, |
float | timeslice | ||
) |
Called during EOnDiag.
owner | Entity this component is attached to. \poaram timeSlice Delta time since last update. |
event void OnEngineStart | ( | ) |
Is called every time the engine starts.
event void OnEngineStartBegin | ( | ) |
Gets called when the engine start routine begins (animation event - NOT IMPLEMENTED IN BASE VEHICLE).
event void OnEngineStartFail | ( | EVehicleEngineStartFailedReason | reason | ) |
Gets called when the engine start routine has failed.
event void OnEngineStartInterrupt | ( | ) |
Gets called when the engine start routine was interrupted.
event void OnEngineStartProgress | ( | ) |
Get called while engine starter is active (animation event - NOT IMPLEMENTED IN BASE VEHICLE).
event void OnEngineStartSuccess | ( | ) |
Gets called when the engine start routine has successfully completed.
event void OnEngineStop | ( | ) |
Is called every time the engine stops.
Is called every time the engine stops.
Definition at line 332 of file SCR_MotorExhaustEffectGeneralComponent.c.
event protected void OnFrame | ( | IEntity | owner, |
float | timeSlice | ||
) |
Called during EOnFrame.
owner | Entity this component is attached to. |
timeSlice | Delta time since last update. |
event protected void OnGadgetFocusStateChanged | ( | IEntity | gadget, |
bool | isFocused | ||
) |
Will be called when gadget fully transitioned to or canceled focus mode.
event protected void OnGadgetStateChanged | ( | IEntity | gadget, |
bool | isInHand, | ||
bool | isOnGround | ||
) |
Will be called when gadget taken/removed from hand.
event protected void OnInit | ( | IEntity | owner | ) |
Called during EOnInit.
owner | Entity this component is attached to. |
Definition at line 523 of file SCR_CharacterCommandHandler_Tests.c.
event void OnInspectionModeChanged | ( | bool | newState | ) |
event protected void OnItemDroppedFromLeftHand | ( | IEntity | pItemEntity | ) |
Runs after the left hand item is dropped. Returns dropped item entity.
event protected void OnItemUseBegan | ( | ItemUseParameters | itemUseParams | ) |
Will be called when item use action is started.
event protected void OnItemUseEnded | ( | ItemUseParameters | itemUseParams, |
bool | successful | ||
) |
Will be called when item use action is complete.
event protected void OnLifeStateChanged | ( | ECharacterLifeState | previousLifeState, |
ECharacterLifeState | newLifeState | ||
) |
Will be called when the life state of the character changes.
[in] | conscious |
Definition at line 31 of file SCR_CharacterPerceivableComponent.c.
event protected void OnMeleeDamage | ( | bool | started | ) |
Handling of melee events. Sends true if melee started, false, when melee ends.
Event triggered on every message delivered to BaseChatComponent
msg | Payload |
channelId | Defined by BaseChatEntity. Indexed from 0. |
senderId | Sender PlayerID compatible with lobby |
Definition at line 23 of file SCR_ChatComponent.c.
Event triggered on every private message delivered to BaseChatComponent
msg | Payload |
senderId | Sender PlayerID |
receiverId | Receiver PlayerID |
Definition at line 33 of file SCR_ChatComponent.c.
event protected bool OnPerformAction | ( | ) |
Override to handle what happens after pressing F button, return false to use default cpp behavior.
Definition at line 399 of file CharacterControllerComponent.c.
event void OnPostInit | ( | IEntity | owner | ) |
Editable Mine.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.
[in] | owner | Entity that owns this component. |
Called after all components are initialized.
owner | Entity this component is attached to. |
Returns XP reward skill
[in] | reward |
Editable Mine.
Initialises the handler by finding necessary dependencies.
[in] | owner |
Initialises the component by finding necessary dependencies.
[in] | owner |
Initialises the component, the consumer and/or the container. Event called after init when all components are initialised.
[in] | owner | Entity that owns this component. |
Definition at line 72 of file SCR_AIConfigComponent.c.
event protected bool OnPrepareAnimInput | ( | IEntity | owner, |
float | ts | ||
) |
Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)
Definition at line 31 of file BaseItemAnimationComponent.c.
event protected void OnPrepareControls | ( | IEntity | owner, |
ActionManager | am, | ||
float | dt, | ||
bool | player | ||
) |
Definition at line 9 of file SCR_CharacterControllerComponent_Test.c.
event protected bool OnProcessAnimOutput | ( | IEntity | owner, |
float | ts | ||
) |
Called every frame right before animation controller will be updated return true to stop default animation behavior of an item, return false otherwise (default)
Definition at line 34 of file BaseItemAnimationComponent.c.
event protected void OnReceive | ( | int | playerId, |
BaseTransceiver | receiver, | ||
int | frequency, | ||
float | quality | ||
) |
VONComponent event.
Event invoked when component receives audio data for playback
playerId | Senders PlayerId |
receiver | Receiving transceiver |
frequency | Frequency in kHz, on which the transmission came from. Can be different from the frequency which transceiver have set. This is very questionable and could be changed in future. |
quality | Value in range <0,1> describing quality of the transmission |
Definition at line 174 of file SCR_VonDisplay.c.
event protected void OnReloaded | ( | IEntity | owner, |
BaseWeaponComponent | weapon | ||
) |
event void OnSoundEventFinished | ( | string | eventName, |
AudioHandle | handle, | ||
int | priority, | ||
bool | terminated | ||
) |
ScriptGameComponentClass ScriptComponentClass OnTicksOnRemoteProxy | ( | ) |
Definition at line 18 of file ScriptGameComponent.c.
event protected void OnUpdateSoundJobBegin | ( | IEntity | owner | ) |
Called when dynamic simulation is started.
Definition at line 125 of file SCR_BuildingSoundComponent.c.
event protected void OnUpdateSoundJobEnd | ( | IEntity | owner | ) |
Called when dynamic simulation is stopped.
event protected void OnWeaponDropped | ( | IEntity | pWeaponEntity, |
WeaponSlotComponent | pWeaponSlot | ||
) |
Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from.
proto external void PerformAction | ( | BaseUserAction | action | ) |
proto external void PerformContinuousAction | ( | BaseUserAction | action, |
float | timeSlice | ||
) |
AmbientSoundsComponentClass SoundComponentClass QueryAmbientSoundsBySphere | ( | float | radius, |
EQueryEntitiesFlags | queryFlags = EQueryEntitiesFlags.ALL |
||
) |
proto external void Ragdoll | ( | bool | broadcast = true | ) |
Dying.
proto external void RecoverHiddenGadget | ( | bool | respectSettings, |
bool | skipAnims | ||
) |
Put held gadget on hold.
proto external bool ReloadWeapon | ( | ) |
Request weapon reload. If true, request was sucessful.
proto external bool ReloadWeaponWith | ( | IEntity | ammunitionEntity, |
bool | bForceDetach = false |
||
) |
proto external void RemoveGadgetFromHand | ( | bool | skipAnimations = false | ) |
Remove held gadget.
proto external bool RemoveSyncReference | ( | ChimeraCharacter | pCharacter | ) |
Removes previously synced character reference.
proto external void RequestActionByID | ( | int | actionID, |
float | value | ||
) |
proto external void ResetPersistentStates | ( | bool | resetADSState = true , |
bool | resetGadgetState = true |
||
) |
event bool SCR_GetDisableMovementControls | ( | ) |
event bool SCR_GetDisableViewControls | ( | ) |
event void SCR_OnDisabledJumpAction | ( | ) |
proto external bool SelectWeapon | ( | BaseWeaponComponent | newWeapon | ) |
Set weapon on character with switching animations. If true, the request was successful.
proto external void SendMessage | ( | string | msgStr, |
int | channelId | ||
) |
Send message to specified channel
msgStr | Message to be sent |
channelId | Defined by BaseChatEntity. Indexed from 0. |
proto external void SendPrivateMessage | ( | string | msgStr, |
int | receiverId | ||
) |
Send message to specific player
msgStr | Message to be sent |
receiverId | Receiver PlayerID |
proto external void SetAffiliatedFaction | ( | Faction | faction | ) |
Sets the affiliated faction to the provided one or clears current one if null.
faction | The new affiliated faction |
proto external void SetAffiliatedFactionByKey | ( | FactionKey | factionKey | ) |
Sets affiliated faction by the faction identifier as registered in FactionManager. Invalid or empty key will clear the currently affiliated faction.
factionKey | The identifier of the faction |
proto external void SetAimingRotation | ( | vector | inRotation | ) |
Set the current aiming rotation
inRotation | The rotation wanted in radians |
proto external void SetAimingRotationWanted | ( | vector | inRotation | ) |
Set the desired aiming rotation. It will move the aiming rotation smoothly to your desired aiming rotation.
inRotation | The rotation wanted in radians |
proto external void SetAimingSensitivity | ( | float | mouse, |
float | gamepad, | ||
float | ads | ||
) |
NwkHeliMovementComponentClass NwkMovementComponentClass SetAllowance | ( | bool | speedScaledDistance, |
float | distance, | ||
float | angle, | ||
float | linearVelocity, | ||
float | angularVelocity | ||
) |
proto external void SetAutohoverEnabled | ( | bool | enabled | ) |
enables autohover system
proto external void SetBanking | ( | float | val | ) |
proto external void SetBroken | ( | bool | broken | ) |
proto external void SetCanMove | ( | bool | canMove | ) |
Changes state of movement capacity. Internally verifies if all necessary conditions are met.
VoNComponentClass GameComponentClass SetCapture | ( | bool | isCapturing | ) |
Component responsible for recording and playback of voice over network.
Request to starts/stop audio capturing.
proto external void SetCategory | ( | string | category | ) |
proto external void SetChannel | ( | int | channelId, |
bool | enabled | ||
) |
Enables/disables chat-channel. System channel (channelId = 0) is enabled by default
channelId | Defined by BaseChatEntity. Indexed from 0. |
enabled | Enable/disable receiving of messages in channel |
proto external void SetCommMethod | ( | ECommMethod | type | ) |
Sets communication method used.
proto external void SetDisableMovementControls | ( | bool | other | ) |
proto external void SetDisableViewControls | ( | bool | other | ) |
proto external void SetDisableWeaponControls | ( | bool | other | ) |
proto external void SetDynamicSpeed | ( | float | value | ) |
Sets dynamic speed of this character.
value | Desired speed as percentage <0,1>. |
proto external void SetDynamicStance | ( | float | value | ) |
Sets dynamic stance of this character.
value | Desired stance height as percentage of full erect <0,1>. |
proto external void SetEncryptionKey | ( | string | key | ) |
key | Key used for transmission encryption |
proto external void SetEngineDrowned | ( | bool | drowned | ) |
Set the engine drowned.
drowned | True to set the engine drowned, false otherwise. |
proto external void SetEngineStartupChance | ( | float | chance | ) |
Set the engine startup chance.
chance | Startup chance in <0, 100>. |
proto external bool SetFireMode | ( | int | index | ) |
proto external void SetFireWeaponWanted | ( | bool | val | ) |
Set wanted input action values.
proto external void SetForcedFreeLook | ( | bool | enabled | ) |
Force character to stay in freelook.
proto external void SetFreeLook | ( | bool | input, |
bool | mouse, | ||
bool | controller | ||
) |
proto external void SetFriendlyFireCheck | ( | bool | on | ) |
proto external bool SetGadgetRaisedModeWanted | ( | bool | newRaised | ) |
Returns true if focus will be changed to requested.
proto external void SetGraphResource | ( | IEntity | owner, |
ResourceName | graphResource, | ||
ResourceName | animInstanceResource, | ||
string | startNode | ||
) |
Changes used anim graph.
proto external void SetHandsIKPose | ( | IEntity | owner, |
ResourceName | ikPoseResource | ||
) |
Changes used ik pose resource.
proto external void SetHeadingAngle | ( | float | newHeadingAngle, |
bool | adjustAimingYaw = false |
||
) |
proto external void SetIkState | ( | bool | leftHand, |
bool | rightHand | ||
) |
Changes IK state for weapon IKVariable (usually state set once upon creation)
proto external void SetInspect | ( | IEntity | targetItem | ) |
Enables or disables inspection mode.
targetItem | Item to enable the inspection mode on. |
proto external void SetInspectState | ( | int | state | ) |
Sets inspection state if inspection is enabled.
state | Target state, 0 = default, 1 = alternate. |
proto external void SetInThirdPersonView | ( | bool | state | ) |
proto external void SetJump | ( | float | val | ) |
proto external void SetLightsState | ( | ELightType | type, |
bool | state = false , |
||
int | side = -1 |
||
) |
Sets the state flag for given type.
proto external void SetMaxZoomInADS | ( | bool | enable | ) |
proto external void SetMeleeAttack | ( | bool | val | ) |
VehicleSoundComponentClass SoundComponentClass SetMinTimeAfterImpact | ( | float | timeMs | ) |
proto external void SetMouseControlAircraft | ( | bool | enable | ) |
proto external void SetMovement | ( | float | movementSpeed, |
vector | movementDirModel | ||
) |
Update animation about state of movement, define speed and direction in local space of character.
proto external void SetMovementDirWorld | ( | vector | movementDirWorld | ) |
Update simulation state with difference of world position.
proto external bool SetMuzzle | ( | int | index | ) |
proto external void SetPartialLower | ( | bool | state | ) |
Sets desired partial lower state, if allowed.
proto external void SetPerceptionFactor | ( | float | value | ) |
Sets perception factor - how good this AI can recognize enemy, independent of enemy state. 1.0 is standard value. Bigger value means faster recognition.
proto external void SetPower | ( | bool | powered | ) |
Sets the power state of whole radio.
proto external void SetPrediction | ( | bool | turnOn | ) |
proto external void SetRoll | ( | int | val | ) |
2 - right, 1 - left
proto external bool SetSafety | ( | bool | safety, |
bool | automatic | ||
) |
Set the safety of the current weapon.
safety | True to set the weapon safety. |
automatic | True to set the automatic safety otherwise false to set manual safety. |
proto external void SetScriptedMethodsCall | ( | bool | state | ) |
Set flag for script callbacks.
proto external void SetShouldApplyDynamicSpeedOverride | ( | bool | shouldApply | ) |
proto external void SetSightsRange | ( | int | index | ) |
proto external bool SetSignalInValue | ( | int | index, |
float | value | ||
) |
Set the input value of a signal. Returns true if changed.
proto external void SetSignalValue | ( | int | index, |
float | value | ||
) |
Set the signal with an index of.
index | to |
value |
VolumeDataProviderComponentClass GenericComponentClass SetSize | ( | vector | size | ) |
proto external void SetStanceChange | ( | int | stance | ) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
proto external void SetStickyADS | ( | bool | enable | ) |
proto external void SetStickyGadget | ( | bool | enable | ) |
proto external void SetThrow | ( | bool | val, |
bool | cancelThrow | ||
) |
Set wanted input action values.
proto external void SetTransmitRadio | ( | BaseTransceiver | transceiver | ) |
Sets the transceiver used for VoN transmission.
proto external void SetUnconscious | ( | bool | enabled | ) |
proto external void SetWantedLeaning | ( | float | val | ) |
proto external void SetWeaponADS | ( | bool | val | ) |
Set the current weapon ADS state.
proto external void SetWeaponADSInput | ( | bool | val | ) |
proto external void SetWeaponNoFireTime | ( | float | t | ) |
proto external void SetWeaponRaised | ( | bool | val | ) |
Set the current weapon-raised state.
event bool ShouldAligningAdjustAimingAngles | ( | ) |
event bool ShouldGadgetBeDropped | ( | IEntity | gadget | ) |
proto external bool ShouldHoldInputForRoll | ( | ) |
event protected void ShowMessage | ( | string | msg | ) |
Definition at line 43 of file SCR_ChatComponent.c.
BaseVehicleControllerComponent_SAClass CompartmentControllerComponentClass Shutdown | ( | ) |
SoundComponentClass SimpleSoundComponentClass SoundEvent | ( | string | eventName | ) |
Play a sound from the owner entity's position.
proto external AudioHandle SoundEventBone | ( | string | eventName, |
string | bone | ||
) |
Play a sound from the owner entity's position.
proto external AudioHandle SoundEventOffset | ( | string | eventName, |
vector | offset | ||
) |
Play a sound with a given offset from the owner entity.
proto external void SoundEventPriority | ( | string | eventname, |
array< float > | values, | ||
int | priority, | ||
bool | ignoreQueue = false |
||
) |
Transfer AI sound message through VoN.
proto external void SoundEventPriority | ( | string | eventName, |
int | priority, | ||
bool | ignoreQueue = false |
||
) |
Add a soundevent with priority to the priority queue which will be played in order of priority.
proto external AudioHandle SoundEventTransform | ( | string | eventName, |
vector | transf[] | ||
) |
Play a sound from a set transformation.
ActionsPerformerComponentClass GameComponentClass StartAction | ( | BaseUserAction | action | ) |
proto external bool StartEngine | ( | ) |
Issue a start engine input request
Start the engine directly without any chance of startup involved.
proto external void StopCharacterGesture | ( | ) |
proto external void StopDeployment | ( | ) |
proto external void StopEngine | ( | bool | playDriverAnimation = true | ) |
Stop the engine.
playDriverAnimation | The driver should play the animation or not. |
proto external bool SyncWithCharacter | ( | ChimeraCharacter | pCharacter, |
string | overrideStartNode | ||
) |
Syncs item with character and subscribing to it's variable changes and command calls returns true on success
proto external void TakeGadgetInLeftHand | ( | IEntity | gadget, |
int | gadgetType, | ||
bool | autoFocus = false , |
||
bool | skipAnimations = false |
||
) |
proto void TracePointToTerrain | ( | const vector | point, |
inout int | iSoundGroup | ||
) |
proto external int TransceiversCount | ( | ) |
proto external bool TryEquipRightHandItem | ( | IEntity | item, |
EEquipItemType | type, | ||
bool | swap = false , |
||
BaseUserAction | callbackAction = null |
||
) |
Generic item Equippes an item in right hand, if swap is true then action performed without animations, accepts optional callback that will be triggered when action is completed
proto external bool TryPlayItemGesture | ( | EItemGesture | gesture, |
BaseUserAction | callbackAction = null , |
||
string | confirmEvent = "" |
||
) |
Try to play the specified gesture.
gesture | The gesture which should be played. |
callbackAction | Optional UserAction as callback that will be called when target animation event is hit or gesture is complete |
confirmEvent |
proto external bool TryRecoverLastRightHandItem | ( | bool | swap = false , |
BaseUserAction | callbackAction = null |
||
) |
proto external bool TrySetSurfaceFunctional | ( | int | surfaceID, |
bool | functiona | ||
) |
Changes functional state of light surface and all linked lights for provided surface id, return true on success.
Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called)
proto external void TryStartEngine | ( | ) |
Try to start the engine with the chance of getting the engine not started based on engine startup chance.
proto external bool TryUseBandage | ( | IEntity | bandage, |
int | bodyPart, | ||
float | duration = 4.0 , |
||
bool | bandageSelf = true |
||
) |
Try to use bandage on specified body part for a specific duration.
bandage | Bandage entity used for bandage action. |
bodyPart | Body part where the bandage will be applied. |
duration | Duration of the bandage in seconds. |
bandageSelf | True if the player is bandaging himself. |
proto external bool TryUseItem | ( | IEntity | item, |
bool | allowMovementDuringAction = false , |
||
bool | keepInHandAfterSuccessfulAction = false |
||
) |
Try to use equipped item.
proto external bool TryUseItemOverrideParams | ( | notnull ItemUseParameters | params | ) |
Try to use equipped item with custom command and variables.
item | - the item which we want to use. Must be either the current gadget, or the current weapon. |
allowMovementDuringAction | - if true, any movement input will be disabled during the item use. |
cmdId | - Id of the command to be called - use AnimationComponent.BindCommand(commandName) to receive it. |
cmdIntArg,cmdFloatArg | - parameters with which the command will be called. |
intParam,floatParam,boolParam | - Currently, BodyPart variable will be set to the intParam value, other two are yet not in use. |
animLength | - maximum length of the animation - if the animation graph will finish sooner (TagRItemAction or TagLItemAction tags will not be active), the animation can end before this time is out. |
alignmentPoint | - point of the item to which the ItemUsePrediction predictioned bone of the character will keep being aligned during the animation. |
proto external bool TryUseLadder | ( | IEntity | pLadderOwner, |
int | ladderComponentIndex = 0 , |
||
float | maxTestDistance = -1.0 , |
||
float | maxEntryAngle = -1.0 |
||
) |
Start climbing provided ladder. Returns true if request was successful.
SignalsComponentClass GameComponentClass Update | ( | ) |
Updates the internal state. Changes outputs based on inputs.
Updates the internal state. Changes outputs based on inputs.
Definition at line 146 of file SCR_FuelConsumptionComponent.c.
proto external void UpdateAnimInstance | ( | IEntity | owner, |
ResourceName | instanceResource | ||
) |
Changes used anim instance.
event void UpdateDrowning | ( | float | timeSlice, |
vector | waterLevel | ||
) |
PreviewAnimationComponentClass AnimationControllerComponentClass UpdateFrameStep | ( | IEntity | owner, |
float | ts | ||
) |
Performs manual graph step (might be needed when owner/component is controlled outside of world simulation and visual state update of skeleton is required)
event protected void UpdateSoundJob | ( | IEntity | owner, |
float | timeSlice | ||
) |
Call when component is in range.
Definition at line 114 of file SCR_BuildingSoundComponent.c.
event bool ValidateCanMove | ( | ) |
Definition at line 27 of file BaseControllerComponent.c.
proto external bool WasLastGettingOutEjecting | ( | ) |
If true, last exiting of vehicle was by ejecting, so we should not reset vehicle inputs.
proto external bool WasLastGettingOutTeleportation | ( | ) |
If true, last exiting of vehicle was by teleportation.