Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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ParticleEffectEntity.c
Go to the documentation of this file.
1/*
2===========================================
3Do not modify, this script is generated
4===========================================
5*/
6
11
12class ParticleEffectEntityClass: GenericEntityClass
13{
14}
15
17{
23 proto external EParticleEffectState GetState();
25 proto external float GetTotalSimulationTime();
26 proto external bool HasActiveParticles();
31 proto external void SetUseFrameEvent(bool useFrameEvent);
32 proto external void SetPlayOnHeadlessClient(bool playOnHeadlessClient);
33 proto external void SetEffectPath(ResourceName effectPath);
35 proto external void SetDeleteWhenStopped(bool deleteWhenStopped);
36 proto external void SetUseParentAsVelocitySource(bool useParentAsVelocitySource);
38 proto external void SetFollowParent(IEntity parent, vector localTransform[4], int pivotId = -1);
40 proto external void Play();
42 proto external void Stop();
44 proto external void Pause();
46 proto external void StopEmission();
47 proto external IEntity GetLeadingParent();
48
49 // callbacks
50
51 event void OnUpdateEffect(float timeSlice);
52 event void OnStateChanged(EParticleEffectState oldState, EParticleEffectState newState);
53}
54
override void OnStateChanged(int destructibleState, ScriptBitReader frameData, bool JIP)
void ParticleEffectEntity(IEntitySource src, IEntity parent)
void Stop()
Stop tracking time in this menu, prepare for sending data.
bool Play()
Start playing the animation. Call 'Prepare' first if you need to change the setup of a component!
proto external bool HasActiveParticles()
proto external void Pause()
proto external void SetDeleteWhenStopped(bool deleteWhenStopped)
Tells if we should be deleted when it is finished or when the emission is stopped.
proto external void SetEffectPath(ResourceName effectPath)
proto external EParticleEffectState GetState()
proto external IEntity GetLeadingParent()
proto external void SetPlayOnHeadlessClient(bool playOnHeadlessClient)
EParticleEffectState
event void OnUpdateEffect(float timeSlice)
proto external void SetFollowParent(IEntity parent, vector localTransform[4], int pivotId=-1)
Follow the parent, if pivotId != -1, local transform is local to the pivot otherwise local to the ent...
proto external float GetTotalSimulationTime()
It returns the time since it started playing in seconds.
proto external void SetUseParentAsVelocitySource(bool useParentAsVelocitySource)
proto external void StopEmission()
Stop the emitters' emission, but update ourselves until it hasn't active particles.
ParticleEffectEntityClass GenericEntityClass SpawnParticleEffect(ResourceName effectPath, notnull ParticleEffectEntitySpawnParams spawnParams)
proto external void SetUseFrameEvent(bool useFrameEvent)