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Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Typedefs | |
| typedef typedef | Obsolete |
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) |
| AmbientSoundsComponentClass SoundComponentClass | QueryAmbientSoundsBySphere (float radius, EQueryEntitiesFlags queryFlags=EQueryEntitiesFlags.ALL) |
| proto external void | GetAmbientSoundsCountPerType (out notnull array< int > count) |
| proto external vector | GetCameraOrigin () |
| Returns the last camera position. | |
| proto external bool | GetRiver (const vector pos, out notnull array< float > vals) |
| proto external IEntity | GetRandomTree (EAmbientSoundFlags soundFlags, float minHeight) |
| proto external void | GetClosestEntities (EAmbientSoundFlags soundFlags, int nEntities, out notnull array< IEntity > output) |
| proto void | TracePointToTerrain (const vector point, inout int iSoundGroup) |
| Results from the last call to QueryAmbientSoundsBySphere are used. | |
| event void | OnRefreshNeeded () |
| Triggered when a big-enough change in the surrounding area is detected that would require an update. | |
| event void | OnQueryFinished () |
| Triggered when the result of QueryAmbientSoundsBySphere query becomes available. | |
| BaseAimingComponentClass GameComponentClass | GetOwner () |
| This component takes care of sending chat messages. | |
| BaseAutopilotHelperComponentClass GameComponentClass | Obsolete ("Do not use. Will be removed entirely.") |
| 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) |
| void | OnNewMessage (string msg, int channelId, int senderId) |
| void | OnNewPrivateMessage (string msg, int senderId, int receiverId) |
| void | ShowMessage (string msg) |
| proto external bool | CanMove () |
| Returns state of movement capacity. | |
| proto external void | SetCanMove (bool canMove) |
| Changes state of movement capacity. Internally verifies if all necessary conditions are met. | |
| event bool | ValidateCanMove () |
| 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 () |
| proto external bool | IsEditorRadio () |
| proto external void | SetTransceiverFrequency (BaseTransceiver transceiver, int freq) |
| void | OnTansceiverFrequencyChanged (BaseTransceiver transceiver, int oldFreq, int newFreq) |
| Event invoked on client and server when frequency is changed. | |
| void | OnTansceiverRangeChanged (BaseTransceiver transceiver, float oldRange, float newRange) |
| Event invoked on client and server when range is changed. | |
| void | OnPowerChanged (bool powered) |
| Event invoked on client and server when power is changed. | |
| void | OnEncryptionKeyChanged (string newKey) |
| Event invoked on client and server when encryption key is changed. | |
| CharacterControllerComponentClass PrimaryControllerComponentClass | SetAimingSensitivity (float mouse, float gamepad, float ads) |
| proto external CharacterAimingComponent | 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. | |
| 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. | |
| proto external void | SetHeadingAngle (float newHeadingAngle, bool adjustAimingYaw=false) |
| proto external ECharacterStance | GetStance () |
| Returns the current stance of the character. | |
| proto external SCR_ChimeraCharacter | GetCharacter () |
| Returns the current controlled character. | |
| proto external void | SetFireWeaponWanted (bool val) |
| Set wanted input action values. | |
| proto external void | SetThrow (bool val, bool cancelThrow) |
| Set wanted input action values. | |
| proto external void | SetMovementDirWorld (vector movementDirWorld) |
| Update simulation state with difference of world position. | |
| proto external vector | GetMovementDirWorld () |
| proto external void | SetWeaponRaised (bool val) |
| Set the current weapon-raised state. | |
| proto external void | SetWeaponADS (bool val) |
| Set the current weapon ADS state. | |
| 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. | |
| 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 float | GetVehicleRagdollSpeed () |
| proto external float | GetVehicleRagdollSpeedMsSq () |
| 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. | |
| proto external bool | CanChangeStance (int stance) |
| CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3. | |
| proto external void | ForceStance (int stance) |
| proto external void | ForceStanceUp (int stance) |
| proto external void | SetRoll (int val) |
| 2 - right, 1 - left | |
| 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. | |
| proto external float | GetWantedLeaning () |
| proto external bool | IsAdjustingLeaning () |
| proto external float | GetCurrentLeanAmount () |
| Returns current amount of leaning applied. | |
| 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 | IsOpeningVehicleDoor () |
| proto external bool | IsClosingVehicleDoor () |
| 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. | |
| 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. | |
| proto external bool | DetachCurrentMagazine () |
| 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 (float extend=0.0) |
| proto external void | RefreshRagdoll (float fWarmupTime) |
| proto external void | ForceDeath () |
| Kills the character. Skips invincibility checks. | |
| proto external bool | 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. | |
| proto external void | RecoverHiddenGadget (bool respectSettings, bool skipAnims) |
| Put held gadget on hold. | |
| proto external bool | IsGadgetInHands () |
| Returns true if there is a gadget in hands. | |
| proto external bool | SetGadgetRaisedModeWanted (bool newRaised) |
| Returns true if focus will be changed to requested. | |
| proto external bool | IsGadgetRaisedModeWanted () |
| Returns true if character will be (or is) using gadget in raised mode. | |
| proto external bool | TryEquipRightHandItem (IEntity item, EEquipItemType type, bool swap=false, BaseUserAction callbackAction=null) |
| proto external bool | ReplaceEquippedItem (IEntity item) |
| Changes item currently equipped weapon slot and puts the previous one into the inventory. Unequip is always played without animation and equip with animation. | |
| 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). | |
| 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. | |
| 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). | |
| 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. | |
| proto external bool | CanPlayItemGesture () |
| Returns true if the character can play a gesture. | |
| 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. | |
| proto external void | DropItemFromLeftHand () |
| Makes character drop item from left hand. | |
| proto external void | StopDeployment () |
| proto external void | RequestActionByID (int actionID, float value) |
| proto external bool | IsPartiallyLowered () |
| Returns true if the character is partially lowered. | |
| proto external bool | CanPartialLower () |
| Returns true if the character can partially lower (weapon). | |
| proto external void | SetPartialLower (bool state) |
| Sets desired partial lower state, if allowed. | |
| 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 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. | |
| proto external void | OverrideMaxSpeed (float fraction) |
| 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 bool | IsUsingBinoculars () |
| event EHitReactionType | ComputeHitReaction (float damageValue, EDamageType damageType) |
| void | OnInit (IEntity owner) |
| void | OnDiag (IEntity owner, float timeslice) |
| void | OnReloaded (IEntity owner, BaseWeaponComponent weapon) |
| void | OnPrepareControls (IEntity owner, ActionManager am, float dt, bool player) |
| void | OnApplyControls (IEntity owner, float timeSlice) |
| void | OnMeleeDamage (bool started) |
| Handling of melee events. Sends true if melee started, false, when melee ends. | |
| event bool | GetCanMeleeAttack () |
| event bool | GetCanEquipGadget (IEntity gadget) |
| bool | OnPerformAction () |
| Override to handle what happens after pressing F button, return false to use default cpp behavior. | |
| event bool | CanGetOutVehicleScript () |
| Override to handle whether character can get out of vehicle via GetOut input action. | |
| event bool | CanJumpOutVehicleScript () |
| Override to handle whether character can eject from vehicle via JumpOut input action. | |
| void | OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState, bool isJIP) |
| Will be called when the life state of the character changes. | |
| void | OnConsciousnessChanged (bool conscious) |
| Will be called when the consciousness of the character changes. | |
| void | OnDeath (IEntity instigatorEntity, notnull Instigator instigator) |
| Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate. | |
| void | OnGadgetStateChanged (IEntity gadget, bool isInHand, bool isOnGround) |
| Will be called when gadget taken/removed from hand. | |
| void | OnGadgetFocusStateChanged (IEntity gadget, bool isFocused) |
| Will be called when gadget fully transitioned to or canceled focus mode. | |
| void | OnItemUseBegan (ItemUseParameters itemUseParams) |
| Will be called when item use action is started. | |
| void | OnItemUseEnded (ItemUseParameters itemUseParams, bool successful) |
| Will be called when item use action is complete. | |
| void | OnWeaponRaisingStarted () |
| Will be called when weapon raising started. | |
| void | OnWeaponRaisingFinished () |
| Will be called when weapon raising finished. | |
| void | OnWeaponLoweringStarted () |
| Will be called when weapon lowering started. | |
| void | OnWeaponLoweringFinished () |
| Will be called when weapon lowering finished. | |
| void | OnAnimationEvent (AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd) |
| event float | GetInspectTargetLookAt (out vector targetAngles) |
| event bool | CanJumpClimb () |
| event bool | ShouldAligningAdjustAimingAngles () |
| event bool | ShouldGadgetBeDropped (IEntity gadget) |
| void | OnItemGestureCancelled () |
| Triggered if item gesture is cancelled. | |
| 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. | |
| void | OnItemDroppedFromLeftHand (IEntity pItemEntity) |
| Runs after the left hand item is dropped. Returns dropped item entity. | |
| event bool | SCR_GetDisableMovementControls () |
| event void | SCR_OnDisabledJumpAction () |
| event bool | SCR_GetDisableViewControls () |
| void | OnControlledByPlayer (IEntity owner, bool controlled) |
| Called when a player has been assigned to this controller. | |
| CompartmentAccessComponentClass GameComponentClass | GetVehicleCompartmentManagerOwner () |
| proto external BaseCompartmentSlot | GetCompartment () |
| Returns the compartent we're in. | |
| proto external BaseCompartmentSlot | FindFreeCompartment (IEntity targetEntity, ECompartmentType compartmentType, bool useReserved=true) |
| Returns the first free compartment of a given type on. | |
| proto external BaseCompartmentSlot | FindCompartmentReservedBy (IEntity targetEntity, IEntity reservedBy) |
| 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. | |
| proto external bool | IsTargetVehicleAccessible (IEntity targetEntity) |
| Returns true if. | |
| proto external bool | GetInVehicle (IEntity vehicle, BaseCompartmentSlot compartment, bool forceTeleport, int doorInfoIndex, ECloseDoorAfterActions closeDoor, bool performWhenPaused) |
| If force teleport, doorInfoIndex is ignored. closeDoor is still respected. | |
| proto external bool | GetOutVehicle (EGetOutType type, int doorInfoIndex, ECloseDoorAfterActions closeDoor, bool performWhenPaused, bool isExitTeleport=false) |
| If force teleport, doorInfoIndex is used for the teleport position and closeDoor is ignored. | |
| proto external bool | GetOutVehicle_NoDoor (vector targetTransform[4], bool sendIntoRagdoll, bool performWhenPaused, bool isExitTeleport=false) |
| Uses teleport - character is teleported to targetTransform, and door state will not be changed. | |
| proto external void | KickFromVehicle (int doorInfoIndex) |
| Kick another character out. It should use the teleport exit position. | |
| proto external bool | OpenDoor (IEntity vehicle, ECharacterDoorAnimType doorAnimType, int doorInfoIndex) |
| Open door only. | |
| proto external bool | IsDoorFromAnotherVehicle (IEntity vehicle, int doorIndex) |
| proto external bool | AreDoorsFromDifferentVehicle (IEntity vehicle, int doorIndex) |
| proto external bool | CloseDoor (IEntity vehicle, ECharacterDoorAnimType doorAnimType, int doorInfoIndex) |
| Close door only. | |
| proto external void | InterruptVehicleActionQueue (bool interruptCurrentAction, bool forced, bool replicate) |
| Interrupt the get in/get out process. | |
| proto external bool | TurnOut (bool turnOut) |
| Turn out/in from/to compartment if it has the option for it. | |
| proto external bool | CanGetInVehicle (IEntity targetEntity) |
| Returns true if. | |
| proto external bool | CanGetInVehicleViaDoor (IEntity targetEntity, BaseCompartmentManagerComponent compartmentManagerCompartment, int doorInfoIndex) |
| Returns true if. | |
| proto external bool | CanAccessDoor (IEntity targetEntity, BaseCompartmentManagerComponent compartmentManagerCompartment, int doorInfoIndex) |
| Returns true if. | |
| proto external bool | IsGettingIn () |
| Returns true while getting in. | |
| proto external bool | IsGettingOut () |
| Returns true while getting out. | |
| proto external bool | CanGetOutVehicle () |
| Returns true if compartment can be gotten out of. | |
| proto external bool | CanGetOutVehicleViaDoor (int doorIndex) |
| Returns true if compartment can be gotten out of via the door with index. | |
| proto external bool | IsSwitchingSeatsAnim () |
| Returns true if character is in the switching animation. | |
| proto external bool | FindSuitableTeleportLocation (vector TR[4]) |
| proto external bool | CanJumpOutVehicle () |
| Returns true if current compartment can be jumped from. | |
| proto external bool | IsVehicleFlipped (float dotThreshold) |
| proto external bool | CompareSeatOutVectorAndGravity (float dotThreshold) |
| proto external void | SetActivePilotCompartment (BaseCompartmentSlot pilotCompartment) |
| void | OnCompartmentEntered (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
| void | OnCompartmentLeft (IEntity targetEntity, BaseCompartmentManagerComponent manager, int mgrID, int slotID, bool move) |
| proto external Faction | GetAffiliatedFaction () |
| Returns the affiliated faction or null if none. | |
| proto external Faction | GetDefaultAffiliatedFaction () |
| Returns the default affiliated faction or null if none. | |
| proto external void | SetAffiliatedFaction (Faction faction) |
| proto external void | SetAffiliatedFactionByKey (FactionKey factionKey) |
| proto external FactionKey | GetDefaultFactionKey () |
| proto external FactionKey | GetAffiliatedFactionKey () |
| void | OnPostInit (IEntity owner) |
| Editable Mine. | |
| void | OnCompartmentEntering (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
| void | OnCompartmentEntered (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
| void | OnCompartmentLeft (IEntity vehicle, IEntity occupant, BaseCompartmentSlot compartment, bool move) |
| 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. | |
| proto external bool | CanBeRefueled () |
| Returns true if at least one node can be refueled. | |
| 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. | |
| NwkCarMovementComponentClass NwkMovementComponentClass | SetAllowance (bool speedScaledDistance, float distance, float angle, float linearVelocity, float angularVelocity) |
| proto external void | SetPrediction (bool turnOn) |
| NwkMovementComponentClass GameComponentClass | EnableSimulation (bool enable) |
| Base class for entity replication - e.g. vehicles, characters, animals. | |
| proto external void | EnableInterpolation (bool enable) |
| proto external bool | IsSimulationEnabled () |
| proto external bool | IsInterpolationEnabled () |
| proto external bool | IsInterpolating () |
| 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. | |
| 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. | |
| 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). | |
| proto external void | SetGraphResource (IEntity owner, ResourceName graphResource, ResourceName animInstanceResource, string startNode) |
| Changes used anim graph. | |
| proto external void | UpdateAnimInstance (IEntity owner, ResourceName instanceResource) |
| Changes used anim instance. | |
| proto external void | SetHandsIKPose (IEntity owner, ResourceName ikPoseResource) |
| Changes used ik pose resource. | |
| proto external void | SetIkState (bool leftHand, bool rightHand) |
| Changes IK state for weapon IKVariable (usually state set once upon creation). | |
| RplComponentClass BaseRplComponentClass | DeleteRplEntity (IEntity entity, bool releaseFromReplication) |
| Base class for entity replication - e.g. vehicles, characters, animals. | |
| proto external void | GiveExt (RplIdentity newOwner, bool alwaysNotify) |
| proto external void | ForceNodeMovement (vector previousPos) |
| proto external void | EnableStreamingConNode (RplIdentity identity, bool enable) |
| event void | OnFrame (IEntity owner, float timeSlice) |
| ScriptGameComponentClass ScriptComponentClass | OnTicksOnRemoteProxy () |
| SignalsComponentClass GameComponentClass | Update () |
| Updates the internal state. Changes outputs based on inputs. | |
| proto external int | GetSignalInIndex (string name) |
| Returns the index of a given signal input. | |
| proto external int | GetSignalOutIndex (string name) |
| Returns the index of a given signal output. | |
| proto external bool | SetSignalInValue (int index, float value) |
| Set the input value of a signal. Returns true if changed. | |
| proto external float | GetSignalInValue (int index) |
| Returns the value of a signal input. | |
| proto external float | GetSignalOutValue (int index) |
| Returns the value of a signal output. | |
| proto external int | GetSignalIns (out notnull array< string > ins) |
| proto external int | GetSignalOuts (out notnull array< string > outs) |
| SlotManagerComponentClass GameComponentClass | GetSlotInfos (out notnull array< EntitySlotInfo > outSlotInfos) |
| proto external EntitySlotInfo | GetSlotByName (string slotName) |
| StreetLampComponentClass GenericComponentClass | IsLightOn () |
| proto external void | SetBroken (bool broken) |
| 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. | |
| proto external ECommMethod | GetCommMethod () |
| proto external void | SetTransmitRadio (BaseTransceiver transceiver) |
| Sets the transceiver used for VoN transmission. | |
| proto external BaseTransceiver | GetTransmitRadio () |
| proto external void | SoundEventPriority (string eventname, array< float > values, int priority, bool ignoreQueue=false) |
| Transfer AI sound message through VoN. | |
| proto external void | ConnectEditorToVoNSystem (int playerId) |
| proto external void | DisconnectEditorFromVoNSystem () |
| void | OnCapture (BaseTransceiver transmitter) |
| VONComponent event. | |
| void | OnReceive (int playerId, bool isSenderEditor, BaseTransceiver receiver, int frequency, float quality) |
| VONComponent event. | |
| void | OnVoNUsed (int senderId) |
| IEntity | GetEditorEntity (int playerId) |
| vector | GetEditorWorldLocation (int playerId) |
| bool | IsEntityActiveEditor (IEntity entity) |
| SCR_ExtendedDamageManagerComponentClass ExtendedDamageManagerComponentClass | GetOnDamageEffectAdded () |
| ScriptInvoker | GetOnDamageEffectRemoved () |
| override void | OnDamageEffectAdded (notnull SCR_DamageEffect dmgEffect) |
| override void | OnDamageEffectRemoved (notnull SCR_DamageEffect dmgEffect) |
| array< ref PersistentDamageEffect > | FilterEffectsByHitZone (array< ref PersistentDamageEffect > damageEffects, notnull HitZone hitZone) |
| array< ref SCR_PersistentDamageEffect > | GetAllPersistentEffectsOfType (typename effectTypeName, bool includeInheritedTypes=false) |
| array< ref SCR_PersistentDamageEffect > | FilterEffectsByType (array< ref SCR_PersistentDamageEffect > damageEffects, typename effectTypename) |
| AnimationPlayerComponentClass GenericComponentClass | Play () |
| Start playing the animation. Call 'Prepare' first if you need to change the setup of a component! | |
| proto external void | Stop () |
| Stop the animation. | |
| proto external bool | IsPlaying () |
| Check whether the animation is being played at the moment. | |
| proto external bool | Prepare (ResourceName animation, float startTime, float speed, bool loop) |
| Prepare this component for playing, provide an animation, start time, playing speed and loop flag. | |
| proto external bool | SetCustomBindPose (ResourceName meshObj) |
| Set custom bind pose from mesh object identified by rNameMeshObj. | |
| proto external ResourceName | GetAnimation () |
| Get current animation. | |
| proto external bool | GetLoop () |
| proto external float | GetPlaySpeed () |
| proto external float | GetStartTime () |
| BaseProcAnimComponentClass GenericComponentClass | GetControllerCount () |
| proto external int | GetBoneNames (int ctrlIdx, array< string > events) |
| proto external int | GetBoneSlotNames (int ctrlIdx, array< string > events) |
| proto external int | GetBoneSlotIndex (int ctrlIdx, string name) |
| proto external void | GetSignals (int ctrlIdx, out array< string > signals) |
| proto external int | GetSignalIndex (int ctrlIdx, string name) |
| BaseRplComponentClass GenericComponentClass | GetNode () |
| proto external void | Give (RplIdentity newOwner) |
| proto external RplId | Id () |
| proto RplId | ChildId (notnull Class item) |
| proto external RplRole | Role () |
| proto external bool | IsOwner () |
| proto external bool | IsProxy () |
| proto external bool | IsMaster () |
| proto external bool | IsOwnerProxy () |
| proto external bool | IsRemoteProxy () |
| proto external EItemInsertionResult | InsertItem (Managed instance) |
| proto external bool | InsertToReplication (RplSchedulerInsertionCtx ctx=NULL) |
| proto external IEntity | GetEntity () |
| proto external void | ReleaseFromRpl () |
| proto external bool | IsReleasedFromRpl () |
| proto external void | EnableSpatialRelevancy (bool enable) |
| proto external void | EnableStreaming (bool enable) |
| proto external bool | IsSelfInserted () |
| BaseSoundComponentClass GenericComponentClass | GetEvents (out array< string > events) |
| proto external int | GetEventIndex (string name) |
| proto external void | GetSignalNames (out array< string > signalNames) |
| proto external int | GetSignalIndex (string name) |
| proto external void | SetSignalValue (int index, float value) |
| proto external void | SetSignalValueStr (string signal, float value) |
| proto external AudioHandle | PlayStr (string name) |
| proto external AudioHandle | Play (int name) |
| proto external void | UpdateTrigger () |
| proto external void | TerminateAll () |
| proto external void | Terminate (AudioHandle handle) |
| proto external bool | IsFinishedPlaying (AudioHandle handle) |
| proto external bool | IsHandleValid (AudioHandle handle) |
| proto external void | SetTransformation (vector transf[]) |
| proto external void | SetSoundTransformation (AudioHandle handle, vector transf[]) |
| proto external void | SetDebug (bool value) |
| proto external void | SetMute (bool value) |
| proto external float | GetGain (AudioHandle handle) |
| proto external void | SetSignalValueName (string signal, float value) |
Variables | |
| BaseRadioComponentClass | BaseTransceiver |
| BaseRadioComponentClass | int |
| BaseRadioComponentClass | m_OnTansceiverFrequencyChangedInvoker = new ScriptInvoker<BaseTransceiver, int, int>() |
| ref ScriptInvoker< BaseTransceiver, float, float > | m_OnTansceiverRangeChangedInvoker = new ScriptInvoker<BaseTransceiver, float, float>() |
| ref ScriptInvoker< bool > | m_OnPowerChanged = new ScriptInvoker<bool>() |
| ref ScriptInvoker< string > | m_OnEncryptionKeyChanged = new ScriptInvoker<string>() |
Definition at line 1 of file HelicopterAutopilotHelperComponent.c.
| enum EAmbientSoundFlags |
Definition at line 13 of file EAmbientSoundFlags.c.
| enum EAmbientSoundFlags |
Definition at line 13 of file EAmbientSoundFlags.c.
| enum EAmbientSoundType |
| Enumerator | |
|---|---|
| TreeBush | |
| TreeLeafy | |
| TreeLeafyDomestic | |
| TreeConifer | |
| TreeWithered | |
| Building | |
| TreeBush | |
| TreeLeafy | |
| TreeLeafyDomestic | |
| TreeConifer | |
| TreeWithered | |
| Building | |
Definition at line 12 of file EAmbientSoundType.c.
| enum EAmbientSoundType |
| Enumerator | |
|---|---|
| TreeBush | |
| TreeLeafy | |
| TreeLeafyDomestic | |
| TreeConifer | |
| TreeWithered | |
| Building | |
| TreeBush | |
| TreeLeafy | |
| TreeLeafyDomestic | |
| TreeConifer | |
| TreeWithered | |
| Building | |
Definition at line 12 of file EAmbientSoundType.c.
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.
Checks if the door at doorIndex belongs to another vehicle.
| [in] | vehicle | Expected owner vehicle |
| [in] | doorIndex | Valid door index |
| proto external bool CanAccessDoor | ( | IEntity | targetEntity, |
| BaseCompartmentManagerComponent | compartmentManagerCompartment, | ||
| int | doorInfoIndex ) |
Returns true if.
| doorIndex | can be closed/opened |
| proto external bool CanBeRefueled | ( | ) |
Returns true if at least one node can be refueled.
| proto external void CancelAction | ( | BaseUserAction | action | ) |
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 CanFire | ( | ) |
Returns true if.
| targetEntity | can be entered at this time |
| proto external bool CanGetInVehicleViaDoor | ( | IEntity | targetEntity, |
| BaseCompartmentManagerComponent | compartmentManagerCompartment, | ||
| 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.
|
protected |
Override to handle whether character can get out of vehicle via GetOut input action.
Definition at line 482 of file CharacterControllerComponent.c.
Returns true if compartment can be gotten out of via the door with index.
| doorIndex |
Returns whether inspection mode can be set.
|
protected |
This is called when a climb or jump is requested by input. If it returns false, the character will not attempt to jump/climb.
| proto external bool CanJumpOutVehicle | ( | ) |
Returns true if current compartment can be jumped from.
|
protected |
Override to handle whether character can eject from vehicle via JumpOut input action.
Definition at line 484 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 | ( | ) |
Returns whether provided dynamic stance can be set for this character.
| value | Desired stance height as percentage of full erect <0,1>. |
| 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
| proto external bool CloseDoor | ( | IEntity | vehicle, |
| ECharacterDoorAnimType | doorAnimType, | ||
| int | doorInfoIndex ) |
Close door only.
| event EHitReactionType ComputeHitReaction | ( | float | damageValue, |
| EDamageType | damageType ) |
When this character gets hit, this function gets called. float damageValue: Raw damage of the hit (no damage multipliers have been applied). Can be negative for "healing" damage. EDamageType damageType: return EHitReactionType: Type of hit reaction that should be played for this impact.
Definition at line 460 of file CharacterControllerComponent.c.
| proto external void ConnectEditorToVoNSystem | ( | int | playerId | ) |
Connects this VoNComponent to the VoNSystem and tells this VoNComponent that is is used by an editor. This is required for the VoNComponent to be properly updated.
| 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 bool DetachCurrentMagazine | ( | ) |
| proto external void DisconnectEditorFromVoNSystem | ( | ) |
| 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 void EnableHoldInputForRoll | ( | bool | enable | ) |
| proto external void EnableInterpolation | ( | bool | enable | ) |
| proto external void EnableReviveCharacter | ( | bool | enabled | ) |
| NwkMovementComponentClass GameComponentClass EnableSimulation | ( | bool | enable | ) |
Base class for entity replication - e.g. vehicles, characters, animals.
| proto external void EnableSpatialRelevancy | ( | bool | enable | ) |
| proto external void EnableStreaming | ( | bool | enable | ) |
Enable streaming for a specific entity.
| 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. |
| array< ref PersistentDamageEffect > FilterEffectsByHitZone | ( | array< ref PersistentDamageEffect > | damageEffects, |
| notnull HitZone | hitZone ) |
Definition at line 74 of file SCR_ExtendedDamageManagerComponent.c.
| array< ref SCR_PersistentDamageEffect > FilterEffectsByType | ( | array< ref SCR_PersistentDamageEffect > | damageEffects, |
| typename effectTypename | ) |
Definition at line 120 of file SCR_ExtendedDamageManagerComponent.c.
| 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 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 float GetADSTime | ( | ) |
| proto external Faction GetAffiliatedFaction | ( | ) |
Returns the affiliated faction or null if none.
MHQ always belongs to default faction of the prefab regardless of current vehicle faction
Definition at line 78 of file SCR_CampaignMobileAssemblyComponent.c.
| proto external FactionKey GetAffiliatedFactionKey | ( | ) |
| proto external AIControlComponent GetAIControlComponent | ( | ) |
| proto external CharacterAimingComponent GetAimingComponent | ( | ) |
| array< ref SCR_PersistentDamageEffect > GetAllPersistentEffectsOfType | ( | typename effectTypeName | , |
| bool | includeInheritedTypes = false ) |
Definition at line 91 of file SCR_ExtendedDamageManagerComponent.c.
| proto external void GetAmbientSoundsCountPerType | ( | out notnull array< int > | count | ) |
Clears the count array and fills it with the nuber of entities of a given sound type. Results from the last call to QueryAmbientSoundsBySphere are used.
| proto external ResourceName GetAnimation | ( | ) |
Get current animation.
| proto external CharacterAnimationComponent GetAnimationComponent | ( | ) |
| proto external IEntity GetAttachedGadgetAtLeftHandSlot | ( | ) |
| proto external CameraHandlerComponent GetCameraHandlerComponent | ( | ) |
| proto external vector GetCameraOrigin | ( | ) |
Returns the last camera position.
| proto external vector GetCameraWeaponOffset | ( | ) |
Definition at line 478 of file CharacterControllerComponent.c.
| proto external bool GetCanFireWeapon | ( | ) |
|
protected |
Definition at line 477 of file CharacterControllerComponent.c.
| proto external bool GetCanThrow | ( | ) |
| 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 | ( | EAmbientSoundFlags | soundFlags, |
| int | nEntities, | ||
| out notnull array< IEntity > | output ) |
Fills the ouput array with up to nEntities closest entities of given sound types. Results from the last call to QueryAmbientSoundsBySphere are used.
| proto external BaseTarget GetClosestTarget | ( | ETargetCategory | category, |
| float | timeSinceSeenMax, | ||
| float | timeSinceDetectedMax ) |
| proto external ECommMethod GetCommMethod | ( | ) |
| proto external BaseCompartmentSlot GetCompartment | ( | ) |
Returns the compartent we're in.
| BaseProcAnimComponentClass GenericComponentClass GetControllerCount | ( | ) |
| proto external IEntity GetCurrentItemInHands | ( | ) |
| proto external float GetCurrentLeanAmount | ( | ) |
Returns current amount of leaning applied.
| proto external int GetCurrentMovementPhase | ( | ) |
| proto external Faction GetDefaultAffiliatedFaction | ( | ) |
Returns the default affiliated faction or null if none.
| proto external FactionKey GetDefaultFactionKey | ( | ) |
| 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.
returns the SCR_EditorManagerEntity for a given player id if it exists.
Definition at line 96 of file SCR_VoNComponent.c.
returns the position of the camera used by the editor for a given player id, if it exists.
Definition at line 106 of file SCR_VoNComponent.c.
| proto external string GetEncryptionKey | ( | ) |
| proto external IEntity GetEntity | ( | ) |
Returns the entity owning the component.
Definition at line 16 of file SpectateTargetComponent.c.
| BaseSoundComponentClass GenericComponentClass GetEvents | ( | out array< string > | events | ) |
| proto external bool GetFreeLookController | ( | ) |
| proto external bool GetFreeLookInput | ( | ) |
| proto external bool GetFreeLookMouse | ( | ) |
| proto external IEntity GetFriendlyInLineOfFire | ( | ) |
| FuelManagerComponentClass GameComponentClass GetFuelNodesList | ( | out notnull array< BaseFuelNode > | outNodes | ) |
| proto external float GetGain | ( | AudioHandle | handle | ) |
| proto external CharacterHeadAimingComponent GetHeadAimingComponent | ( | ) |
| 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.
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 | vehicle, |
| BaseCompartmentSlot | compartment, | ||
| bool | forceTeleport, | ||
| int | doorInfoIndex, | ||
| ECloseDoorAfterActions | closeDoor, | ||
| bool | performWhenPaused ) |
If force teleport, doorInfoIndex is ignored. closeDoor is still respected.
| 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 ) |
Returns target with lowest LastSeen value, but it must be below lastSeenMax
| proto external float GetLastStanceChangeDelay | ( | ) |
| proto external float GetLeaning | ( | ) |
Either character wants to lean.
| proto external EntitySlotInfo GetLeftHandPointInfo | ( | ) |
| proto external ECharacterLifeState GetLifeState | ( | ) |
Returns the current controller state. Differs from IsUnconscious which also considers the animation status. E.g.: When waking up, the GetLifeState will be ALIVE, But the IsUnconscious will return true for as long as the wake-up animation is playing.
| proto external bool GetLoop | ( | ) |
| proto external bool GetMeleeAttackInput | ( | ) |
| proto external vector GetMovementDirWorld | ( | ) |
| proto external vector GetMovementInput | ( | ) |
| proto external float GetMovementSpeed | ( | ) |
| proto external vector GetMovementVelocity | ( | ) |
| BaseRplComponentClass GenericComponentClass GetNode | ( | ) |
A convenience wrapper for RplNode in the ECS. Its role is to serve as an accessor to the nodes data as well as collector of replicated items within the entity component hierarchy.
During its initialization it traverses the hierarchy and looks for replicated items, collects them and registers into the replication pipeline.
Also listens to changes within the entity component hierarchy and calls the appropriate replication methods to replicate the hierarchy changes to replicas.
All of its features can be disabled, overridden or handled manually. For the most fine grained access to data its advisable to use the RplNode itself.
The RplNode provides a accurate role and ownership from the time of its construction.
Then in EOnInit the InsertToReplication method is called, the hierarchy is traversed and replicated items are collected. The component looks for another BaseRplComponent instance in the direction upwards in the entity component hierarchy. If such instance is found it will become responsible for registration of this child instance.
The BaseRplComponent has a low priority setup to make it possibly the last component to be initialized. If any of the components within the hierarchy would spawn children this way they would get registered into the pipeline too.
WARNING: If anything gets spawned after the EOnInit is called on the BaseRplComponent instance it won't get registered at all.
If the user chooses to disable the SELF_INSERT mechanism he will become ultimately responsible for calling the InsertToReplication method himself.
The component handles the hierarchy changes automatically by default. Its a convenience function that should be turned off for more complex usage.
WARNING: Not every replicated entity can change hierarchy at will. It has to be an owner of an RplNode (BaseRplComponent) as the Nodes are immutable collections in replication pipeline. There is no such mechanism that will prevent the user from doing so but it will cause a serious harm and malfunction.
Upon destruction the component will unregister its contents from replication pipeline automatically.
| proto external float GetObstructionAlpha | ( | ) |
| SCR_ExtendedDamageManagerComponentClass ExtendedDamageManagerComponentClass GetOnDamageEffectAdded | ( | ) |
Definition at line 1 of file SCR_ExtendedDamageManagerComponent.c.
| ScriptInvoker GetOnDamageEffectRemoved | ( | ) |
Definition at line 42 of file SCR_ExtendedDamageManagerComponent.c.
| proto external bool GetOutVehicle | ( | EGetOutType | type, |
| int | doorInfoIndex, | ||
| ECloseDoorAfterActions | closeDoor, | ||
| bool | performWhenPaused, | ||
| bool | isExitTeleport = false ) |
If force teleport, doorInfoIndex is used for the teleport position and closeDoor is ignored.
| proto external bool GetOutVehicle_NoDoor | ( | vector | targetTransform[4], |
| bool | sendIntoRagdoll, | ||
| bool | performWhenPaused, | ||
| bool | isExitTeleport = false ) |
Uses teleport - character is teleported to targetTransform, and door state will not be changed.
| BaseAimingComponentClass GameComponentClass GetOwner | ( | ) |
This component takes care of sending chat messages.
Owner entity of the fuel tank.
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 float GetPlaySpeed | ( | ) |
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 | ( | EAmbientSoundFlags | soundFlags, |
| float | minHeight ) |
Returns a random tree of given sound types. Results from the last call to QueryAmbientSoundsBySphere are used.
| 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 | ( | ) |
Fills the vals array with two items. Item 0 stands for how much river there is, 1 stands for the slope. Returs false if there is not river at a given position.
| SoundOutputStateComponentClass GenericComponentClass GetSignalNames | ( | out array< string > | signalNames | ) |
| 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 | ( | ) |
| proto external float GetStartTime | ( | ) |
| 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 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 | ( | ) |
| CompartmentAccessComponentClass GameComponentClass GetVehicleCompartmentManagerOwner | ( | ) |
| proto external float GetVehicleRagdollSpeed | ( | ) |
| proto external float GetVehicleRagdollSpeedMsSq | ( | ) |
| proto external vector GetVelocity | ( | ) |
| proto external VoNComponent GetVONComponent | ( | ) |
Get active VON component for transmit.
Definition at line 133 of file SCR_VONController.c.
| proto external float GetWantedLeaning | ( | ) |
| proto external bool GetWeaponADSInput | ( | ) |
| 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 void Give | ( | RplIdentity | newOwner | ) |
Transfers ownership of the hierarchy to given connection.
| newOwner | Identity of new owner. |
| 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. |
| proto external bool HasFuel | ( | ) |
Returns true if one node has at least some fuel.
| proto external RplId Id | ( | ) |
Returns replication id of the RplComponent.
| proto external EItemInsertionResult InsertItem | ( | Managed | instance | ) |
Registers additional item into the set that will be inserted into replication when InsertToReplication is called. This can be used if you need to insert some custom items into your replicated node.
Inserts the component along with the entity and its children into the replication. Keep in mind that only items with replication code will be registered and receive the RplId.
| proto external void InterruptVehicleActionQueue | ( | bool | interruptCurrentAction, |
| bool | forced, | ||
| bool | replicate ) |
Interrupt the get in/get out process.
| proto external bool IsAdjustingLeaning | ( | ) |
| proto external bool IsChangingFireMode | ( | ) |
| proto external bool IsChangingItem | ( | ) |
| proto external bool IsChangingStance | ( | ) |
| proto external bool IsCharacterStationary | ( | ) |
| proto external bool IsClimbing | ( | ) |
| proto external bool IsClosingVehicleDoor | ( | ) |
| proto external bool IsDead | ( | ) |
Checks if the door at doorIndex belongs to another vehicle.
| [in] | vehicle | Expected owner vehicle |
| [in] | doorIndex | Valid door index |
| proto external bool IsEditorRadio | ( | ) |
returns true if the entity is a SCR_EditorManagerEntity that is opened.
Definition at line 122 of file SCR_VoNComponent.c.
| proto external bool IsFalling | ( | ) |
| proto external bool IsFinishedPlaying | ( | AudioHandle | handle | ) |
| 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 IsHandleValid | ( | AudioHandle | handle | ) |
| 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.
| proto external bool IsInterpolating | ( | ) |
| proto external bool IsInterpolationEnabled | ( | ) |
| proto external bool IsInThirdPersonView | ( | ) |
| proto external bool IsLeaning | ( | ) |
| StreetLampComponentClass GenericComponentClass IsLightOn | ( | ) |
| proto external bool IsMaster | ( | ) |
If true we are both owner and authority (IsOwner() && !IsProxy())
Definition at line 205 of file SCR_DataCollectorComponent.c.
| proto external bool IsMeleeAttack | ( | ) |
| proto external bool IsOpeningVehicleDoor | ( | ) |
| proto external bool IsOwner | ( | ) |
If true we are the owner of the hierarchy
Definition at line 511 of file SCR_EditorManagerEntity.c.
| proto external bool IsPartiallyLowered | ( | ) |
Returns true if the character is partially lowered.
| proto external bool IsPlayerControlled | ( | ) |
| proto external bool IsPlaying | ( | ) |
Check whether the animation is being played at the moment.
| proto external bool IsPlayingGesture | ( | ) |
| proto external bool IsPlayingItemGesture | ( | ) |
Returns true if the character is playing a gesture.
| proto external bool IsPowered | ( | ) |
| proto external bool IsProxy | ( | ) |
If true we are a proxy
Definition at line 509 of file SCR_CampaignBuildingCompositionComponent.c.
| proto external bool IsReleasedFromRpl | ( | ) |
True if entity is marked as to-be-manually-deleted by proxies after removed from replication
| proto external bool IsReloading | ( | ) |
| proto external bool IsRemoteProxy | ( | ) |
If true we are a ghost item - not owned while being a proxy (!IsOwner() && IsProxy())
| proto external bool IsRoll | ( | ) |
| proto external bool IsSelfInserted | ( | ) |
Returns true if the node is self-inserting (it inserts itself to replication in BaseRplComponent's EOnInit)
| proto external bool IsSimulationEnabled | ( | ) |
| proto external bool IsSprinting | ( | ) |
| proto external bool IsSwimming | ( | ) |
| proto external bool IsSwitchingSeatsAnim | ( | ) |
Returns true if character is in the switching animation.
Returns true if.
| targetEntity | is accessible for getting in (e.g. not upside down) |
| proto external bool IsTrackIREnabled | ( | ) |
| proto external bool IsUnconscious | ( | ) |
| event bool IsUsingBinoculars | ( | ) |
| proto external bool IsUsingItem | ( | ) |
| proto external bool IsWeaponADS | ( | ) |
| proto external bool IsWeaponRaised | ( | ) |
| proto external void KickFromVehicle | ( | int | doorInfoIndex | ) |
Kick another character out. It should use the teleport exit position.
| BaseAutopilotHelperComponentClass GameComponentClass Obsolete | ( | "Do not use. Will be removed entirely." | ) |
Definition at line 1 of file BaseAutopilotHelperComponent.c.
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Definition at line 51 of file SCR_FlareAnimationComponent.c.
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VONComponent event.
Event polled each frame while component is recording audio
| transmitter | Transceiver used. Null if only direct speech. |
Definition at line 138 of file SCR_VonDisplay.c.
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Definition at line 290 of file SCR_XPHandlerComponent.c.
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Will be called when the consciousness of the character changes.
Definition at line 255 of file SCR_CampaignBuildingGadgetToolComponent.c.
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Called when a player has been assigned to this controller.
| override void OnDamageEffectAdded | ( | notnull SCR_DamageEffect | dmgEffect | ) |
Definition at line 48 of file SCR_ExtendedDamageManagerComponent.c.
| override void OnDamageEffectRemoved | ( | notnull SCR_DamageEffect | dmgEffect | ) |
Definition at line 61 of file SCR_ExtendedDamageManagerComponent.c.
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Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.
Called during EOnDiag.
| owner | Entity this component is attached to. \poaram timeSlice Delta time since last update. |
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Event invoked on client and server when encryption key is changed.
Definition at line 65 of file BaseRadioComponent.c.
Definition at line 577 of file SCR_CharacterFactionAffiliationComponent.c.
Called during EOnFrame.
| owner | Entity this component is attached to. |
| timeSlice | Delta time since last update. |
Definition at line 1466 of file SCR_VehicleDamageManagerComponent.c.
Will be called when gadget fully transitioned to or canceled focus mode.
Will be called when gadget taken/removed from hand.
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Called during EOnInit.
| owner | Entity this component is attached to. |
Definition at line 493 of file SCR_CharacterCommandHandler_Tests.c.
| event void OnInspectionModeChanged | ( | bool | newState | ) |
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Runs after the left hand item is dropped. Returns dropped item entity.
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Triggered if item gesture is cancelled.
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Will be called when item use action is started.
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Will be called when item use action is complete.
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Will be called when the life state of the character changes.
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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.
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Override to handle what happens after pressing F button, return false to use default cpp behavior.
Definition at line 480 of file CharacterControllerComponent.c.
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Editable Mine.
Called after all components are initialized.
| owner | Entity this component is attached to. |
Definition at line 47 of file SCR_AICharacterSettingsComponent.c.
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Event invoked on client and server when power is changed.
Definition at line 63 of file BaseRadioComponent.c.
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Definition at line 1 of file SCR_CharacterControllerComponent_Test.c.
| event void OnQueryFinished | ( | ) |
Triggered when the result of QueryAmbientSoundsBySphere query becomes available.
Definition at line 49 of file SCR_AmbientSoundsComponent.c.
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VONComponent event.
Event invoked when component receives audio data for playback
| playerId | Senders PlayerId |
| isSenderEditor | true if sender is active editor. |
| 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 181 of file SCR_VonDisplay.c.
| event void OnRefreshNeeded | ( | ) |
Triggered when a big-enough change in the surrounding area is detected that would require an update.
Definition at line 44 of file SCR_AmbientSoundsComponent.c.
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Event invoked on client and server when frequency is changed.
Definition at line 59 of file BaseRadioComponent.c.
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Event invoked on client and server when range is changed.
Definition at line 61 of file BaseRadioComponent.c.
| ScriptGameComponentClass ScriptComponentClass OnTicksOnRemoteProxy | ( | ) |
Definition at line 1 of file ScriptGameComponent.c.
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Event invoked on the server, each time VoN is used.
Definition at line 89 of file SCR_VoNComponent.c.
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Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from.
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Will be called when weapon lowering finished.
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Will be called when weapon lowering started.
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Will be called when weapon raising finished.
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Will be called when weapon raising started.
| proto external bool OpenDoor | ( | IEntity | vehicle, |
| ECharacterDoorAnimType | doorAnimType, | ||
| int | doorInfoIndex ) |
Open door only.
| proto external void OverrideMaxSpeed | ( | float | fraction | ) |
Overrides max speed of the character to be a fraction (given by the parameter) of current max speed. If value < 0, it doesn't override it. if value > 1, it will use the normal max speed.
| proto external void PerformAction | ( | BaseUserAction | action | ) |
| proto external void PerformContinuousAction | ( | BaseUserAction | action, |
| float | timeSlice ) |
Start playing the animation. Call 'Prepare' first if you need to change the setup of a component!
Definition at line 85 of file SCR_AudioSource.c.
| proto external AudioHandle Play | ( | int | name | ) |
| proto external AudioHandle PlayStr | ( | string | name | ) |
| proto external bool Prepare | ( | ResourceName | animation, |
| float | startTime, | ||
| float | speed, | ||
| bool | loop ) |
Prepare this component for playing, provide an animation, start time, playing speed and loop flag.
| AmbientSoundsComponentClass SoundComponentClass QueryAmbientSoundsBySphere | ( | float | radius, |
| EQueryEntitiesFlags | queryFlags = EQueryEntitiesFlags.ALL ) |
Results true if the query could be performed. Returns false otherwise. After the query is finished, SCR_OnQueryFinished is triggered.
| proto external void Ragdoll | ( | float | extend = 0.0 | ) |
Starts ragdoll on the character. This should be called only on owner. Replication is handled in gamecode. This ragdoll is handled the same way as the unconscious ragdoll, where it ends after some delay and when the bones stop moving and then its blended into animated pose(ideally prone one). During this ragdoll, the character stance is changed to prone. To better control ragdoll time, use RefreshRagdoll method.
Put held gadget on hold.
| proto external void RefreshRagdoll | ( | float | fWarmupTime | ) |
Refreshes ragdoll, so it doesn't get turned off for fWarmupTime seconds. This doesn't work if the character is already transitioning into animation from ragdoll. This should be called only on owner. This can also be used to shorten time to end ragdoll. If you want ragdoll to be "controlled" from script. You can call SCR_Ragdoll, then SCR_RefreshRagdoll(10000.0) to start "endless" ragdoll and then SCR_RefreshRagdoll(0.0) when you want the ragdoll to start to blend into animated pose. If you'll call this when the ragdoll hasn't started, it will be applied to the next ragdoll.
| proto external void ReleaseFromRpl | ( | ) |
Marks the item as released from replication. Items marked this way won't be physically deleted once removed from replication. When released, proxies will have to delete their entities manually after they're removed from replication.
| proto external bool ReloadWeapon | ( | ) |
Request weapon reload. If true, request was sucessful.
| proto external void RemoveGadgetFromHand | ( | bool | skipAnimations = false | ) |
Remove held gadget.
Changes item currently equipped weapon slot and puts the previous one into the inventory. Unequip is always played without animation and equip with animation.
| proto external void ResetPersistentStates | ( | bool | resetADSState = true, |
| bool | resetGadgetState = true ) |
| proto external RplRole Role | ( | ) |
Returns current role of the component and its hierarchy within the replication.
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| proto external bool SelectWeapon | ( | BaseWeaponComponent | newWeapon | ) |
Set weapon on character with switching animations. If true, the request was successful.
Send message to specified channel
| msgStr | Message to be sent |
| channelId | Defined by BaseChatEntity. Indexed from 0. |
Send message to specific player
| msgStr | Message to be sent |
| receiverId | Receiver PlayerID |
| proto external void SetActivePilotCompartment | ( | BaseCompartmentSlot | pilotCompartment | ) |
| 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 |
| CharacterControllerComponentClass PrimaryControllerComponentClass SetAimingSensitivity | ( | float | mouse, |
| float | gamepad, | ||
| float | ads ) |
Aiming input sensitivities
| NwkTrackedMovementComponentClass NwkMovementComponentClass SetAllowance | ( | bool | speedScaledDistance, |
| float | distance, | ||
| float | angle, | ||
| float | linearVelocity, | ||
| float | angularVelocity ) |
| 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 | ) |
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 bool SetCustomBindPose | ( | ResourceName | meshObj | ) |
Set custom bind pose from mesh object identified by rNameMeshObj.
| proto external void SetDebug | ( | bool | value | ) |
| 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 SetFireWeaponWanted | ( | bool | val | ) |
Set wanted input action values.
| proto external void SetForcedFreeLook | ( | bool | enabled | ) |
Force character to stay in freelook.
| proto external void SetFriendlyFireCheck | ( | bool | on | ) |
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.
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 SetMeleeAttack | ( | bool | val | ) |
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 void SetMute | ( | bool | value | ) |
| 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
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 SetShouldApplyDynamicSpeedOverride | ( | bool | shouldApply | ) |
| proto external void SetSightsRange | ( | int | index | ) |
Set the input value of a signal. Returns true if changed.
| VolumeDataProviderComponentClass GenericComponentClass SetSize | ( | vector | size | ) |
| proto external void SetSoundTransformation | ( | AudioHandle | handle, |
| vector | transf[] ) |
| proto external void SetStanceChange | ( | int | stance | ) |
CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.
| proto external void SetTransceiverFrequency | ( | BaseTransceiver | transceiver, |
| int | freq ) |
Set frequency of transceiver and sync with server.
| proto external void SetTransformation | ( | vector | transf[] | ) |
| 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.
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| proto external bool ShouldHoldInputForRoll | ( | ) |
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Definition at line 43 of file SCR_ChatComponent.c.
| proto external void SoundEventPriority | ( | string | eventname, |
| array< float > | values, | ||
| int | priority, | ||
| bool | ignoreQueue = false ) |
Transfer AI sound message through VoN.
| ActionsPerformerComponentClass GameComponentClass StartAction | ( | BaseUserAction | action | ) |
| proto external void Stop | ( | ) |
Stop the animation.
Stop tracking time in this menu, prepare for sending data.
Stop the animation.
Definition at line 30 of file SCR_AnalyticsDelayedSend.c.
| proto external void StopCharacterGesture | ( | ) |
| proto external void StopDeployment | ( | ) |
| proto external bool TakeGadgetInLeftHand | ( | IEntity | gadget, |
| int | gadgetType, | ||
| bool | autoFocus = false, | ||
| bool | skipAnimations = false ) |
| proto external void Terminate | ( | AudioHandle | handle | ) |
| proto external void TerminateAll | ( | ) |
Results from the last call to QueryAmbientSoundsBySphere are used.
| 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 ) |
Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called).
| 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.
Turn out/in from/to compartment if it has the option for it.
| SignalsComponentClass GameComponentClass Update | ( | ) |
Updates the internal state. Changes outputs based on inputs.
updates currently active fueltank to see if it can still be used. turns off engine if no usable fueltanks are present.
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.
| 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).
| proto external void UpdateTrigger | ( | ) |
| event bool ValidateCanMove | ( | ) |
Definition at line 27 of file BaseControllerComponent.c.
| BaseRadioComponentClass BaseTransceiver |
| ref ScriptInvoker<string> m_OnEncryptionKeyChanged = new ScriptInvoker<string>() |
Definition at line 21 of file BaseRadioComponent.c.
| ref ScriptInvoker<bool> m_OnPowerChanged = new ScriptInvoker<bool>() |
Definition at line 20 of file BaseRadioComponent.c.
| BaseRadioComponentClass m_OnTansceiverFrequencyChangedInvoker = new ScriptInvoker<BaseTransceiver, int, int>() |
| ref ScriptInvoker<BaseTransceiver, float, float> m_OnTansceiverRangeChangedInvoker = new ScriptInvoker<BaseTransceiver, float, float>() |
Definition at line 19 of file BaseRadioComponent.c.