Arma Reforger Explorer  1.1.0.42
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
Perception

Data Structures

class  BaseSensor
 
class  BaseTarget
 
class  CharacterPerceivableComponentClass
 
class  PerceivableComponentClass
 
class  PerceptionManagerClass
 
class  VehiclePerceivableComponentClass
 

Enumerations

enum  ETargetCategory {
  UNKNOWN, DETECTED, FRIENDLY, ENEMY,
  FACTIONLESS, STATIC, COUNT, UNKNOWN,
  DETECTED, FRIENDLY, ENEMY, FACTIONLESS,
  STATIC, COUNT
}
 
enum  ETargetCategory {
  UNKNOWN, DETECTED, FRIENDLY, ENEMY,
  FACTIONLESS, STATIC, COUNT, UNKNOWN,
  DETECTED, FRIENDLY, ENEMY, FACTIONLESS,
  STATIC, COUNT
}
 

Functions

PerceivableComponentClass GameComponentClass GetUnitType ()
 
proto external float GetVisualRecognitionFactor ()
 Returns overall visual recognition factor. More...
 
proto external float GetIlluminationFactor ()
 Represents ambient light, dynamic lights, own lights. More...
 
proto external float GetAmbientLV ()
 Returns ambient light LV value (logarithmic). Can be used for diagnostics. More...
 
proto external float GetSoundPower ()
 Returns our sound emission power. More...
 
proto external float GetEstimatedVisualSize ()
 Returns estimated size in meters. Currently it's calculated based on physics or visual bounding box. More...
 
proto external int GetAimpoints (out notnull array< vector > outPoints)
 
proto external int GetAimpointsOfType (out notnull array< ref AimPoint > outPoints, EAimPointType type)
 
proto external bool IsDisarmed ()
 Returns true when this perceivable is considered disarmed. More...
 
proto external void SetDisarmed (bool disarmed)
 
event void EOnInit (IEntity owner)
 Initialise this component with data from FactionsManager. More...
 
PerceptionManagerClass GenericEntityClass GetTime ()
 
proto void GetAmbientLV (out float outDirectLV, out float outAmbientLV, out float outTotalAmbientLv)
 
proto external void RequestUpdateAllTargetsFactions ()
 

Detailed Description

Enumeration Type Documentation

◆ ETargetCategory [1/2]

Enumerator
UNKNOWN 
DETECTED 
FRIENDLY 
ENEMY 
FACTIONLESS 
STATIC 
COUNT 
UNKNOWN 
DETECTED 
FRIENDLY 
ENEMY 
FACTIONLESS 
STATIC 
COUNT 

Definition at line 12 of file ETargetCategory.c.

◆ ETargetCategory [2/2]

Enumerator
UNKNOWN 
DETECTED 
FRIENDLY 
ENEMY 
FACTIONLESS 
STATIC 
COUNT 
UNKNOWN 
DETECTED 
FRIENDLY 
ENEMY 
FACTIONLESS 
STATIC 
COUNT 

Definition at line 12 of file ETargetCategory.c.

Function Documentation

◆ EOnInit()

event void EOnInit ( IEntity  owner)

Initialise this component with data from FactionsManager.

Event after entity is allocated and initialized.

Parameters
ownerThe owner entity

Initialise this component with data from FactionsManager.

Event after entity is allocated and initialized.

Parameters
ownerThe owner entity

Initialise this component with data from FactionsManager.

Definition at line 79 of file SCR_AIConfigComponent.c.

◆ GetAimpoints()

proto external int GetAimpoints ( out notnull array< vector >  outPoints)

Fills the provided array with the list of all aimpoints as locations in model space Returns the number of output elements.

◆ GetAimpointsOfType()

proto external int GetAimpointsOfType ( out notnull array< ref AimPoint outPoints,
EAimPointType  type 
)

◆ GetAmbientLV() [1/2]

proto external float GetAmbientLV ( )

Returns ambient light LV value (logarithmic). Can be used for diagnostics.

◆ GetAmbientLV() [2/2]

proto void GetAmbientLV ( out float  outDirectLV,
out float  outAmbientLV,
out float  outTotalAmbientLv 
)

◆ GetEstimatedVisualSize()

proto external float GetEstimatedVisualSize ( )

Returns estimated size in meters. Currently it's calculated based on physics or visual bounding box.

◆ GetIlluminationFactor()

proto external float GetIlluminationFactor ( )

Represents ambient light, dynamic lights, own lights.

◆ GetSoundPower()

proto external float GetSoundPower ( )

Returns our sound emission power.

◆ GetTime()

PerceptionManagerClass GenericEntityClass GetTime ( )

◆ GetUnitType()

◆ GetVisualRecognitionFactor()

proto external float GetVisualRecognitionFactor ( )

Returns overall visual recognition factor.

◆ IsDisarmed()

proto external bool IsDisarmed ( )

Returns true when this perceivable is considered disarmed.

◆ RequestUpdateAllTargetsFactions()

proto external void RequestUpdateAllTargetsFactions ( )

Iterates all registered PerceptionComponents and requests update of faction friendliness. DoCheckIfFactionFriendly will be called for faction of all targets at the next update of all PerceptionComponents. This is a heavy operation and should not be performed often.

◆ SetDisarmed()

proto external void SetDisarmed ( bool  disarmed)