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SCR_ScenarioFrameworkActionStartAnimation.c
Go to the documentation of this file.
1
[
BaseContainerProps
(),
SCR_ContainerActionTitle
()]
2
class
SCR_ScenarioFrameworkActionStartAnimation
:
SCR_ScenarioFrameworkActionBase
3
{
4
[
Attribute
(
desc
:
"Entity to play animation on"
)]
5
ref
SCR_ScenarioFrameworkGet
m_ActorGetter;
6
7
[
Attribute
(
desc
:
"Prop to be alligned to"
)]
8
ref
SCR_ScenarioFrameworkGet
m_PropAllignToGetter;
9
10
[
Attribute
(
params
:
"agr"
,
desc
:
"Resource name of the object to be spawned"
,
category
:
"Asset"
)]
11
ResourceName
m_sGraphName;
12
13
[
Attribute
(
params
:
"asi"
,
desc
:
"Resource name of the object to be spawned"
,
category
:
"Asset"
)]
14
ResourceName
m_GraphInstanceName;
15
16
[
Attribute
(
"0"
,
UIWidgets
.Auto)]
17
int
m_iNPC;
18
19
[
Attribute
(
"true"
,
UIWidgets
.Auto)]
20
bool
m_bRootMotion;
21
22
[
Attribute
(
"true"
,
UIWidgets
.Auto)]
23
bool
m_bHolsterWeapon;
24
25
private
bool
allignToProp;
26
27
//------------------------------------------------------------------------------------------------
28
override
void
OnActivate
(
IEntity
object
)
29
{
30
if
(!CanActivate())
31
return
;
32
33
IEntity
entity;
34
if
(!ValidateInputEntity(
object
, m_ActorGetter, entity))
35
return
;
36
37
SCR_ChimeraCharacter character = SCR_ChimeraCharacter.Cast(entity);
38
if
(!character)
39
return
;
40
41
SCR_CharacterControllerComponent
controller =
SCR_CharacterControllerComponent
.Cast(character.GetCharacterController());
42
if
(!controller)
43
return
;
44
45
CharacterAnimationComponent
animComp = controller.GetAnimationComponent();
46
if
(!animComp)
47
return
;
48
49
SCR_CharacterCommandHandlerComponent cmdHandler = SCR_CharacterCommandHandlerComponent.Cast(animComp.GetCommandHandler());
50
if
(!cmdHandler)
51
return
;
52
53
cmdHandler.StartCommand_Move();
54
55
SCR_ScriptedCommandsStaticTable
staticTable = cmdHandler.GetScriptedStaticTable();
56
if
(!staticTable)
57
return
;
58
59
SCR_LoiterCustomAnimData
customAnimData =
new
SCR_LoiterCustomAnimData
();
60
61
animComp.SetVariableInt(staticTable.m_OfficerMissionSpeech, m_iNPC);
62
63
IEntity
propEntity;
64
vector
vAnimationTransform[4] = {
"1 0 0"
,
"0 1 0"
,
"0 0 1"
,
"0 0 0"
};
65
allignToProp =
false
;
66
67
if
(m_PropAllignToGetter && ValidateInputEntity(
object
, m_PropAllignToGetter, propEntity))
68
{
69
propEntity.
GetWorldTransform
(vAnimationTransform);
70
allignToProp =
true
;
71
72
}
73
74
customAnimData.m_CustomCommand = staticTable.m_CustomCinematicCommand;
75
customAnimData.m_GraphName = m_sGraphName;
76
customAnimData.m_GraphInstanceName = m_GraphInstanceName;
77
controller.
StartLoitering
(propEntity,
ELoiteringType
.CUSTOM, m_bHolsterWeapon, m_bRootMotion, allignToProp, vAnimationTransform,
true
, customAnimData);
78
}
79
}
BaseContainerProps
SCR_AIAnimation_Loitering BaseContainerProps
Commanding menu commanding element class.
Definition
SCR_AIAnimationWaypoint.c:14
OnActivate
override void OnActivate()
Definition
SCR_CharacterCommandLoiter.c:31
ELoiteringType
ELoiteringType
Definition
SCR_LoiterUserAction.c:2
desc
UI Textures DeployMenu Briefing conflict_HintBanner_1_UI desc
Definition
SCR_RespawnBriefingComponent.c:17
params
category params
Definition
SCR_SpherePointGeneratorPreviewComponent.c:21
category
params category
Definition
SCR_VehicleDamageManagerComponent.c:302
CharacterAnimationComponent
Definition
CharacterAnimationComponent.c:13
IEntity
Definition
IEntity.c:13
IEntity::GetWorldTransform
proto external void GetWorldTransform(out vector mat[])
See IEntity::GetTransform.
ResourceName
Definition
ResourceName.c:13
SCR_CharacterControllerComponent
Definition
SCR_CharacterControllerComponent.c:36
SCR_CharacterControllerComponent::StartLoitering
void StartLoitering(IEntity loiterEntity, int loiteringType, bool holsterWeapon, bool allowRootMotion, bool alignToPosition, vector targetPosition[4]={ "1 0 0", "0 1 0", "0 0 1", "0 0 0" }, bool disableInput=false, SCR_LoiterCustomAnimData customAnimData=SCR_LoiterCustomAnimData.Default)
Definition
SCR_CharacterControllerComponent.c:1472
SCR_ContainerActionTitle
Definition
SCR_ContainerActionTitle.c:2
SCR_LoiterCustomAnimData
Definition
SCR_CharacterCommandLoiter.c:202
SCR_ScenarioFrameworkActionBase
Definition
SCR_ScenarioFrameworkActionBase.c:3
SCR_ScenarioFrameworkActionStartAnimation
Definition
SCR_ScenarioFrameworkActionStartAnimation.c:3
SCR_ScenarioFrameworkGet
Definition
SCR_ScenarioFrameworkGet.c:3
SCR_ScriptedCommandsStaticTable
Definition
SCR_ScriptedCommandsStaticTable.c:2
UIWidgets
Definition
attributes.c:40
vector
Definition
vector.c:13
Attribute
SCR_FieldOfViewSettings Attribute
Definition
SendGoalMessage.c:170
scripts
Game
ScenarioFramework
Actions
SCR_ScenarioFrameworkActionStartAnimation.c
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