Arma Reforger Explorer 1.7.0.54
Arma Reforger Code Explorer by Zeroy - Thanks to MisterOutofTime
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Components

Classes

class  ActionsPerformerComponentClass
class  AIAnimalManagerComponentClass
class  AIBirdManagerComponentClass
class  AimingComponent
class  AimingComponentClass
class  AmbientSoundsComponentClass
class  AnimalSoundComponentClass
class  BaseAimingComponentClass
class  BaseAutopilotHelperComponentClass
class  BaseChatComponentClass
class  BaseControllerComponentClass
class  BaseDoorComponent
class  BaseDoorComponentClass
class  BaseItemAnimationComponent
class  BaseItemAnimationComponentClass
class  BaseLightManagerComponent
class  BaseLightManagerComponentClass
class  BaseRadioComponentClass
class  BaseStaminaComponentClass
class  BaseVehicleNodeComponentClass
class  CarProcAnimComponentClass
class  CharacterAimingComponent
class  CharacterAimingComponentClass
class  CharacterControllerComponentClass
class  CharacterSoundComponent
class  CharacterSoundComponentClass
class  CharacterStaminaComponentClass
class  CommunicationSoundComponent
class  CommunicationSoundComponentClass
class  CompartmentAccessComponentClass
class  CompartmentAnimationComponent
class  CompartmentAnimationComponentClass
class  ControllersManagerComponentClass
class  DamageManagerComponent
class  DoorComponent
class  DoorComponentClass
class  ExtendedDamageManagerComponent
class  FactionAffiliationComponentClass
class  FuelManagerComponentClass
class  GameComponent
class  GameHierarchyComponentClass
class  HelicopterAutopilotHelperComponentClass
class  HierarchicalParametricMaterialInstanceComponentClass
class  HitZoneContainerComponent
class  LongRangeSoundComponent
class  LongRangeSoundComponentClass
class  NwkBufferedCarMovementComponentClass
class  NwkCarMovementComponentClass
class  NwkHeliMovementComponentClass
class  NwkMovementComponentClass
class  NwkPhysicsMovementComponentClass
class  NwkSimpleMovementComponentClass
class  NwkTrackedMovementComponentClass
class  NwkVehicleMovementComponentClass
class  ParametricMaterialInstanceComponent
class  ParametricMaterialInstanceComponentClass
class  PerceptionComponentClass
class  PreviewAnimationComponentClass
class  PrimaryControllerComponentClass
class  ProcAnimComponentClass
class  ProjectileSoundComponentClass
class  RadioBroadcastComponent
class  RadioBroadcastComponentClass
class  RadioBroadcastSoundComponentClass
class  RplComponentClass
class  ScriptedRadioComponentClass
class  ScriptGameComponentClass
class  SignalsComponentClass
class  SignalsManagerComponent
class  SignalsManagerComponentClass
class  SimplePawnControllerComponentClass
class  SimpleSoundComponent
class  SimpleSoundComponentClass
class  SlidingDoorComponent
class  SlidingDoorComponentClass
class  SlotManagerComponentClass
class  SoundComponent
class  SoundComponentClass
class  StaticSoundComponent
class  StaticSoundComponentClass
class  StreetLampComponentClass
class  TurretControllerComponent
class  TurretControllerComponentClass
class  VehicleAnimationComponent
class  VehicleAnimationComponentClass
class  VehicleLightPortalComponent
class  VehicleLightPortalComponentClass
class  VehicleProcAnimComponentClass
class  VehicleSoundComponent
class  VehicleSoundComponentClass
class  VolumeDataProviderComponentClass
class  VoNComponentClass
class  WeaponSoundComponentClass
class  SCR_ExtendedDamageManagerComponentClass
class  AnimationControllerComponent
class  AnimationControllerComponentClass
class  AnimationPlayerComponentClass
class  BaseAnimationControllerComponent
class  BaseAnimationControllerComponentClass
class  BaseMaterialParamsComponentClass
class  BaseProcAnimComponentClass
class  BaseRplComponentClass
class  BaseSoundComponentClass
class  BaseStaticSoundComponentClass
class  CharacterMovementComponentClass
class  GenericComponent
class  MaterialParamsComponentClass
class  PawnMovementComponent
class  PawnMovementComponentClass
class  ScriptComponent
class  SimpleSignalComponent
 Simple signal component. Use signals to share data between components without direct dependency on each other. More...
class  SimpleSignalComponentClass
 Prefab data of simple signal component, holds registered signals properties (except the values which reside at component). More...
class  SndComponent
class  SndComponentClass
class  SoundOutputStateComponentClass
class  TouchComponentClass
class  WorldSubsceneComponent

Typedefs

typedef typedef Obsolete

Enumerations

enum  EAmbientSoundFlags {
  TreeBush , TreeLeafy , TreeLeafyDomestic , TreeConifer ,
  TreeWithered , Building , Trees , TreesAndBushes ,
  All , TreeBush , TreeLeafy , TreeLeafyDomestic ,
  TreeConifer , TreeWithered , Building , Trees ,
  TreesAndBushes , All
}
enum  EAmbientSoundFlags {
  TreeBush , TreeLeafy , TreeLeafyDomestic , TreeConifer ,
  TreeWithered , Building , Trees , TreesAndBushes ,
  All , TreeBush , TreeLeafy , TreeLeafyDomestic ,
  TreeConifer , TreeWithered , Building , Trees ,
  TreesAndBushes , All
}
enum  EAmbientSoundType {
  TreeBush , TreeLeafy , TreeLeafyDomestic , TreeConifer ,
  TreeWithered , Building , TreeBush , TreeLeafy ,
  TreeLeafyDomestic , TreeConifer , TreeWithered , Building
}
enum  EAmbientSoundType {
  TreeBush , TreeLeafy , TreeLeafyDomestic , TreeConifer ,
  TreeWithered , Building , TreeBush , TreeLeafy ,
  TreeLeafyDomestic , TreeConifer , TreeWithered , Building
}
enum  EVehicleDrivingAssistanceMode {
  NONE , PARTIAL , FULL , NONE ,
  PARTIAL , FULL
}
 Player vehicle driving assistance modes. Individual features may become separate options in future. More...
enum  EVehicleDrivingAssistanceMode {
  NONE , PARTIAL , FULL , NONE ,
  PARTIAL , FULL
}
enum  EVehicleEngineStartFailedReason {
  NO_FUEL , DESTROYED , DROWNED , MAX_ATTEMPTS ,
  NO_FUEL , DESTROYED , DROWNED , MAX_ATTEMPTS
}
 Describes failure types of engine startup routine. More...
enum  EVehicleEngineStartFailedReason {
  NO_FUEL , DESTROYED , DROWNED , MAX_ATTEMPTS ,
  NO_FUEL , DESTROYED , DROWNED , MAX_ATTEMPTS
}

Functions

ActionsPerformerComponentClass GameComponentClass StartAction (BaseUserAction action)
proto external void PerformAction (BaseUserAction action)
proto external void PerformContinuousAction (BaseUserAction action, float timeSlice)
proto external void CancelAction (BaseUserAction action)
AIAnimalManagerComponentClass AIComponentClass GetClosestDormantAgent (vector playerPos)
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 PersistentDamageEffectFilterEffectsByHitZone (array< ref PersistentDamageEffect > damageEffects, notnull HitZone hitZone)
array< ref SCR_PersistentDamageEffectGetAllPersistentEffectsOfType (typename effectTypeName, bool includeInheritedTypes=false)
array< ref SCR_PersistentDamageEffectFilterEffectsByType (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, floatm_OnTansceiverRangeChangedInvoker = new ScriptInvoker<BaseTransceiver, float, float>()
ref ScriptInvoker< boolm_OnPowerChanged = new ScriptInvoker<bool>()
ref ScriptInvoker< stringm_OnEncryptionKeyChanged = new ScriptInvoker<string>()

Detailed Description

Typedef Documentation

◆ Obsolete

Enumeration Type Documentation

◆ EAmbientSoundFlags [1/2]

Enumerator
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 
Trees 

Helpful combinatios of the above.

TreesAndBushes 
All 
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 
Trees 

Helpful combinatios of the above.

TreesAndBushes 
All 

Definition at line 13 of file EAmbientSoundFlags.c.

◆ EAmbientSoundFlags [2/2]

Enumerator
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 
Trees 

Helpful combinatios of the above.

TreesAndBushes 
All 
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 
Trees 

Helpful combinatios of the above.

TreesAndBushes 
All 

Definition at line 13 of file EAmbientSoundFlags.c.

◆ EAmbientSoundType [1/2]

Enumerator
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 

Definition at line 12 of file EAmbientSoundType.c.

◆ EAmbientSoundType [2/2]

Enumerator
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 
TreeBush 
TreeLeafy 
TreeLeafyDomestic 
TreeConifer 
TreeWithered 
Building 

Definition at line 12 of file EAmbientSoundType.c.

◆ EVehicleDrivingAssistanceMode [1/2]

Player vehicle driving assistance modes. Individual features may become separate options in future.

Enumerator
NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

Definition at line 13 of file EVehicleDrivingAssistanceMode.c.

◆ EVehicleDrivingAssistanceMode [2/2]

Enumerator
NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

NONE 

Manual shifting, manual reverse, manual engine startup, manual persistent handbrake.

PARTIAL 

Automatic shifting, manual reverse, automatic engine startup, persistent handbrake disabled when moving off.

FULL 

Automatic shifting, reverse with brake input, automatic engine startup, persistent handbrake disabled when moving off.

Definition at line 13 of file EVehicleDrivingAssistanceMode.c.

◆ EVehicleEngineStartFailedReason [1/2]

Describes failure types of engine startup routine.

Enumerator
NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

Definition at line 13 of file EVehicleEngineStartFailedReason.c.

◆ EVehicleEngineStartFailedReason [2/2]

Enumerator
NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

NO_FUEL 

vehicle has no fuel

DESTROYED 

engine is destroyed

DROWNED 

engine is drowned

MAX_ATTEMPTS 

maximum attempts were made

Definition at line 13 of file EVehicleEngineStartFailedReason.c.

Function Documentation

◆ AreDoorsFromDifferentVehicle()

proto external bool AreDoorsFromDifferentVehicle ( IEntity vehicle,
int doorIndex )

Checks if the door at doorIndex belongs to another vehicle.

Parameters
[in]vehicleExpected owner vehicle
[in]doorIndexValid door index

◆ CanAccessDoor()

proto external bool CanAccessDoor ( IEntity targetEntity,
BaseCompartmentManagerComponent compartmentManagerCompartment,
int doorInfoIndex )

Returns true if.

Parameters
doorIndexcan be closed/opened

◆ CanBeRefueled()

proto external bool CanBeRefueled ( )

Returns true if at least one node can be refueled.

◆ CancelAction()

proto external void CancelAction ( BaseUserAction action)

◆ CanChangeStance()

proto external bool CanChangeStance ( int stance)

CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.

◆ CanDeployWeapon()

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.

◆ CanEngageChangeItem()

proto external bool CanEngageChangeItem ( )

◆ CanEnterUnconsciousness()

proto external bool CanEnterUnconsciousness ( )

◆ CanEquipGadget()

proto external bool CanEquipGadget ( IEntity gadget)

◆ CanFire()

proto external bool CanFire ( )

◆ CanGetInVehicle()

proto external bool CanGetInVehicle ( IEntity targetEntity)

Returns true if.

Parameters
targetEntitycan be entered at this time

◆ CanGetInVehicleViaDoor()

proto external bool CanGetInVehicleViaDoor ( IEntity targetEntity,
BaseCompartmentManagerComponent compartmentManagerCompartment,
int doorInfoIndex )

Returns true if.

Parameters
targetEntitycan be entered at this time

◆ CanGetOutVehicle()

proto external bool CanGetOutVehicle ( )

Returns true if compartment can be gotten out of.

◆ CanGetOutVehicleScript()

event bool CanGetOutVehicleScript ( )
protected

Override to handle whether character can get out of vehicle via GetOut input action.

Definition at line 482 of file CharacterControllerComponent.c.

◆ CanGetOutVehicleViaDoor()

proto external bool CanGetOutVehicleViaDoor ( int doorIndex)

Returns true if compartment can be gotten out of via the door with index.

Parameters
doorIndex

◆ CanInspect()

proto external bool CanInspect ( IEntity targetItem)

Returns whether inspection mode can be set.

Returns
True in case inspection mode can be set, false otherwise.

◆ CanJumpClimb()

event bool CanJumpClimb ( )
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.

◆ CanJumpOutVehicle()

proto external bool CanJumpOutVehicle ( )

Returns true if current compartment can be jumped from.

◆ CanJumpOutVehicleScript()

event bool CanJumpOutVehicleScript ( )
protected

Override to handle whether character can eject from vehicle via JumpOut input action.

Definition at line 484 of file CharacterControllerComponent.c.

◆ CanMove()

proto external bool CanMove ( )

Returns state of movement capacity.

◆ CanPartialLower()

proto external bool CanPartialLower ( )

Returns true if the character can partially lower (weapon).

◆ CanPlayItemGesture()

proto external bool CanPlayItemGesture ( )

Returns true if the character can play a gesture.

◆ CanReviveCharacter()

proto external bool CanReviveCharacter ( )

◆ CanRoll()

proto external bool CanRoll ( int val)

◆ CanSetDynamicStance()

proto external bool CanSetDynamicStance ( float value)

Returns whether provided dynamic stance can be set for this character.

See also
CharacterControllerComponent::SetDynamicStance(float value)
Parameters
valueDesired stance height as percentage of full erect <0,1>.

◆ CanUseItem()

proto external bool CanUseItem ( )

Returns true if the character can use an item.

◆ CanUseLadder()

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

◆ ChildId()

proto RplId ChildId ( notnull Class item)

Returns replication id of the registered entity child.

◆ CloseDoor()

proto external bool CloseDoor ( IEntity vehicle,
ECharacterDoorAnimType doorAnimType,
int doorInfoIndex )

Close door only.

◆ CompareSeatOutVectorAndGravity()

proto external bool CompareSeatOutVectorAndGravity ( float dotThreshold)

◆ ComputeHitReaction()

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.

◆ ConnectEditorToVoNSystem()

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.

◆ DeleteRplEntity()

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).

Parameters
pEntityEntity to delete
releaseFromReplicationWhen true after the entity is deleted from replication it won't be deleted from the game.

◆ DetachCurrentMagazine()

proto external bool DetachCurrentMagazine ( )

◆ DisconnectEditorFromVoNSystem()

proto external void DisconnectEditorFromVoNSystem ( )

Disconnects this VoNComponent from the VoNSystem. This will stop de VoNSystem from updating this VoNComponent.

◆ DropItemFromLeftHand()

proto external void DropItemFromLeftHand ( )

Makes character drop item from left hand.

◆ DropWeapon()

proto external void DropWeapon ( WeaponSlotComponent weaponSlot)

Makes character drop weapon from the weapon slot given by parameter.

◆ EnableHoldInputForRoll()

proto external void EnableHoldInputForRoll ( bool enable)

◆ EnableInterpolation()

proto external void EnableInterpolation ( bool enable)

◆ EnableReviveCharacter()

proto external void EnableReviveCharacter ( bool enabled)

◆ EnableSimulation()

Base class for entity replication - e.g. vehicles, characters, animals.

◆ EnableSpatialRelevancy()

proto external void EnableSpatialRelevancy ( bool enable)

◆ EnableStreaming()

proto external void EnableStreaming ( bool enable)

Enable streaming for a specific entity.

Parameters
enableIf true streaming is enabled.

◆ EnableStreamingConNode()

proto external void EnableStreamingConNode ( RplIdentity identity,
bool enable )

Enable streaming of node to a specific player. Respects disabled connection rules, respects disabled nodes rules

Warning
Works only if Network Dynamic Simulation is enabled
Parameters
identityClient connection
enableIf true streaming is enabled.

◆ FilterEffectsByHitZone()

array< ref PersistentDamageEffect > FilterEffectsByHitZone ( array< ref PersistentDamageEffect > damageEffects,
notnull HitZone hitZone )

Definition at line 74 of file SCR_ExtendedDamageManagerComponent.c.

◆ FilterEffectsByType()

array< ref SCR_PersistentDamageEffect > FilterEffectsByType ( array< ref SCR_PersistentDamageEffect > damageEffects,
typename effectTypename  )

Definition at line 120 of file SCR_ExtendedDamageManagerComponent.c.

◆ FindCompartmentReservedBy()

proto external BaseCompartmentSlot FindCompartmentReservedBy ( IEntity targetEntity,
IEntity reservedBy )

◆ FindFreeCompartment()

proto external BaseCompartmentSlot FindFreeCompartment ( IEntity targetEntity,
ECompartmentType compartmentType,
bool useReserved = true )

Returns the first free compartment of a given type on.

Parameters
targetEntity

◆ FindSuitableTeleportLocation()

proto external bool FindSuitableTeleportLocation ( vector TR[4])

◆ FindTargetPerceptionObject()

proto external BaseTarget FindTargetPerceptionObject ( IEntity entityToFind)

Same as GetTargetPerceptionObject, but searches in all categories.

◆ ForceDeath()

proto external void ForceDeath ( )

Kills the character. Skips invincibility checks.

◆ ForceNodeMovement()

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.

Warning
Works only if Network Dynamic Simulation is enabled
Parameters
previousPosprevious position to move the node from

◆ ForceStance()

proto external void ForceStance ( int stance)

◆ ForceStanceUp()

proto external void ForceStanceUp ( int stance)

◆ GetADSTime()

proto external float GetADSTime ( )

◆ GetAffiliatedFaction()

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.

◆ GetAffiliatedFactionKey()

proto external FactionKey GetAffiliatedFactionKey ( )

◆ GetAIControlComponent()

proto external AIControlComponent GetAIControlComponent ( )

◆ GetAimingComponent()

proto external CharacterAimingComponent GetAimingComponent ( )

◆ GetAllPersistentEffectsOfType()

array< ref SCR_PersistentDamageEffect > GetAllPersistentEffectsOfType ( typename effectTypeName ,
bool includeInheritedTypes = false )

Definition at line 91 of file SCR_ExtendedDamageManagerComponent.c.

◆ GetAmbientSoundsCountPerType()

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.

◆ GetAnimation()

proto external ResourceName GetAnimation ( )

Get current animation.

◆ GetAnimationComponent()

proto external CharacterAnimationComponent GetAnimationComponent ( )

◆ GetAttachedGadgetAtLeftHandSlot()

proto external IEntity GetAttachedGadgetAtLeftHandSlot ( )

◆ GetBoneNames()

proto external int GetBoneNames ( int ctrlIdx,
array< string > events )

◆ GetBoneSlotIndex()

proto external int GetBoneSlotIndex ( int ctrlIdx,
string name )

◆ GetBoneSlotNames()

proto external int GetBoneSlotNames ( int ctrlIdx,
array< string > events )

◆ GetCameraHandlerComponent()

proto external CameraHandlerComponent GetCameraHandlerComponent ( )

◆ GetCameraOrigin()

proto external vector GetCameraOrigin ( )

Returns the last camera position.

◆ GetCameraWeaponOffset()

proto external vector GetCameraWeaponOffset ( )

◆ GetCanEquipGadget()

event bool GetCanEquipGadget ( IEntity gadget)
protected

Definition at line 478 of file CharacterControllerComponent.c.

◆ GetCanFireWeapon()

proto external bool GetCanFireWeapon ( )

◆ GetCanMeleeAttack()

event bool GetCanMeleeAttack ( )
protected

Definition at line 477 of file CharacterControllerComponent.c.

◆ GetCanThrow()

proto external bool GetCanThrow ( )

◆ GetChannelState()

proto external bool GetChannelState ( int channelId)
Parameters
channelIdDefined by BaseChatEntity. Indexed from 0.
Returns
true for enabled channel, false otherwise

◆ GetCharacter()

proto external SCR_ChimeraCharacter GetCharacter ( )

Returns the current controlled character.

◆ GetClosestDormantAgent()

AIAnimalManagerComponentClass AIComponentClass GetClosestDormantAgent ( vector playerPos)

◆ GetClosestEntities()

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.

◆ GetClosestTarget()

proto external BaseTarget GetClosestTarget ( ETargetCategory category,
float timeSinceSeenMax,
float timeSinceDetectedMax )

◆ GetCommMethod()

proto external ECommMethod GetCommMethod ( )

◆ GetCompartment()

proto external BaseCompartmentSlot GetCompartment ( )

Returns the compartent we're in.

◆ GetControllerCount()

◆ GetCurrentItemInHands()

proto external IEntity GetCurrentItemInHands ( )

◆ GetCurrentLeanAmount()

proto external float GetCurrentLeanAmount ( )

Returns current amount of leaning applied.

◆ GetCurrentMovementPhase()

proto external int GetCurrentMovementPhase ( )

◆ GetDefaultAffiliatedFaction()

proto external Faction GetDefaultAffiliatedFaction ( )

Returns the default affiliated faction or null if none.

◆ GetDefaultFactionKey()

proto external FactionKey GetDefaultFactionKey ( )

◆ GetDisableMovementControls()

proto external bool GetDisableMovementControls ( )

◆ GetDisableViewControls()

proto external bool GetDisableViewControls ( )

◆ GetDisableWeaponControls()

proto external bool GetDisableWeaponControls ( )

◆ GetDynamicSpeed()

proto external float GetDynamicSpeed ( )

Returns dynamic speed value. Set by mousewheel or by pressing walk button. Not set by gamepad analogue stick.

Returns
Dynamic speed value as <0, 1>.

◆ GetDynamicStance()

proto external float GetDynamicStance ( )

Returns current dynamic stance value.

Returns
Dynamic stance value as <0,1>.

◆ GetEditorEntity()

IEntity GetEditorEntity ( int playerId)
protected

returns the SCR_EditorManagerEntity for a given player id if it exists.

Definition at line 96 of file SCR_VoNComponent.c.

◆ GetEditorWorldLocation()

vector GetEditorWorldLocation ( int playerId)
protected

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.

◆ GetEncryptionKey()

proto external string GetEncryptionKey ( )
Returns
Key used for transmission encryption

◆ GetEntity()

proto external IEntity GetEntity ( )

Returns the entity owning the component.

Returns
the entity to which this component is attached.

Definition at line 16 of file SpectateTargetComponent.c.

◆ GetEventIndex()

proto external int GetEventIndex ( string name)

◆ GetEvents()

BaseSoundComponentClass GenericComponentClass GetEvents ( out array< string > events)

◆ GetFreeLookController()

proto external bool GetFreeLookController ( )

◆ GetFreeLookInput()

proto external bool GetFreeLookInput ( )

◆ GetFreeLookMouse()

proto external bool GetFreeLookMouse ( )

◆ GetFriendlyInLineOfFire()

proto external IEntity GetFriendlyInLineOfFire ( )

◆ GetFuelNodesList()

FuelManagerComponentClass GameComponentClass GetFuelNodesList ( out notnull array< BaseFuelNode > outNodes)

◆ GetGain()

proto external float GetGain ( AudioHandle handle)

◆ GetHeadAimingComponent()

proto external CharacterHeadAimingComponent GetHeadAimingComponent ( )

◆ GetInputContext()

proto external CharacterInputContext GetInputContext ( )

◆ GetInspect()

proto external bool GetInspect ( )

Returns whether character is in inspection mode.

Returns
True in case character is in inspection mode, false otherwise.

◆ GetInspectCurrentWeapon()

proto external bool GetInspectCurrentWeapon ( )

Returns whether inspected item (if any) is currently equipped weapon or not.

Returns
True in case inspected weapon is valid and is current weapon.

◆ GetInspectEntity()

proto external IEntity GetInspectEntity ( )

Returns entity that is currently inspected or null if none.

◆ GetInspectState()

proto external int GetInspectState ( )

Returns inspection state if inspection is enabled.

Returns
Returns desired state, see SetInspectState.

◆ GetInspectTargetLookAt()

event float GetInspectTargetLookAt ( out vector targetAngles)
protected

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.

◆ GetInVehicle()

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.

◆ GetInventoryStorageManager()

proto external InventoryStorageManagerComponent GetInventoryStorageManager ( )

◆ GetIsSprintingToggle()

proto external bool GetIsSprintingToggle ( )

◆ GetIsWeaponDeployed()

proto external bool GetIsWeaponDeployed ( )

Returns true if weapon is deployed and stabilized.

◆ GetIsWeaponDeployedBipod()

proto external bool GetIsWeaponDeployedBipod ( )

Returns true if weapon is deployed and stabilized using a bipod.

◆ GetJumpSpeed()

proto external float GetJumpSpeed ( )

◆ GetLastSeenTarget()

proto external BaseTarget GetLastSeenTarget ( ETargetCategory category,
float timeSinceSeenMax )

Returns target with lowest LastSeen value, but it must be below lastSeenMax

◆ GetLastStanceChangeDelay()

proto external float GetLastStanceChangeDelay ( )

◆ GetLeaning()

proto external float GetLeaning ( )

Either character wants to lean.

◆ GetLeftHandPointInfo()

proto external EntitySlotInfo GetLeftHandPointInfo ( )

◆ GetLifeState()

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.

◆ GetLoop()

proto external bool GetLoop ( )

◆ GetMeleeAttackInput()

proto external bool GetMeleeAttackInput ( )

◆ GetMovementDirWorld()

proto external vector GetMovementDirWorld ( )

◆ GetMovementInput()

proto external vector GetMovementInput ( )

◆ GetMovementSpeed()

proto external float GetMovementSpeed ( )

◆ GetMovementVelocity()

proto external vector GetMovementVelocity ( )

◆ GetNode()

BaseRplComponent

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.

Initialization

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.

Hierarchy changes

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.

Destruction

Upon destruction the component will unregister its contents from replication pipeline automatically.

◆ GetObstructionAlpha()

proto external float GetObstructionAlpha ( )

◆ GetOnDamageEffectAdded()

◆ GetOnDamageEffectRemoved()

ScriptInvoker GetOnDamageEffectRemoved ( )

Definition at line 42 of file SCR_ExtendedDamageManagerComponent.c.

◆ GetOutVehicle()

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.

◆ GetOutVehicle_NoDoor()

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.

◆ 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
Entity this component is atached to.

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.

Returns
Entity this component is atached to.

Definition at line 128 of file SCR_FuelNode.c.

◆ GetPlaySpeed()

proto external float GetPlaySpeed ( )

◆ GetPositionInView()

proto external bool GetPositionInView ( vector pos,
float angMax )

Returns whether a position is in the character's view

Parameters
posWorld Position to check is within view
angMaxMaximum(exclusive) angular offset in Degrees to consider the position within view

◆ GetRandomTree()

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.

◆ GetRightHandItem()

proto external IEntity GetRightHandItem ( )

Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon).

◆ GetRightHandPointInfo()

proto external EntitySlotInfo GetRightHandPointInfo ( )

◆ GetRiver()

proto external bool GetRiver ( const vector pos,
out notnull array< float > vals )

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.

◆ GetSignalIndex() [1/2]

proto external int GetSignalIndex ( int ctrlIdx,
string name )

◆ GetSignalIndex() [2/2]

proto external int GetSignalIndex ( string name)

◆ GetSignalInIndex()

proto external int GetSignalInIndex ( string name)

Returns the index of a given signal input.

◆ GetSignalIns()

proto external int GetSignalIns ( out notnull array< string > ins)

◆ GetSignalInValue()

proto external float GetSignalInValue ( int index)

Returns the value of a signal input.

◆ GetSignalNames()

SoundOutputStateComponentClass GenericComponentClass GetSignalNames ( out array< string > signalNames)

◆ GetSignalOutIndex()

proto external int GetSignalOutIndex ( string name)

Returns the index of a given signal output.

◆ GetSignalOuts()

proto external int GetSignalOuts ( out notnull array< string > outs)

◆ GetSignalOutValue()

proto external float GetSignalOutValue ( int index)

Returns the value of a signal output.

◆ GetSignals()

proto external void GetSignals ( int ctrlIdx,
out array< string > signals )

◆ GetSimulateCounter()

◆ GetSlotByName()

proto external EntitySlotInfo GetSlotByName ( string slotName)

◆ GetSlotInfos()

SlotManagerComponentClass GameComponentClass GetSlotInfos ( out notnull array< EntitySlotInfo > outSlotInfos)

◆ GetStamina()

proto external float GetStamina ( )

◆ GetStaminaComponent()

proto external CharacterStaminaComponent GetStaminaComponent ( )

Returns locally cached stamina component or null if none.

◆ GetStance()

proto external ECharacterStance GetStance ( )

Returns the current stance of the character.

◆ GetStanceChangeDelayTime()

proto external float GetStanceChangeDelayTime ( )

◆ GetStartTime()

proto external float GetStartTime ( )

◆ GetTargetCount()

proto external int GetTargetCount ( ETargetCategory category)

Returns count of targets of given category

◆ GetTargetPerceptionObject()

proto external BaseTarget GetTargetPerceptionObject ( IEntity entityToFind,
ETargetCategory targetCategory )

◆ GetTargetsList()

proto external int GetTargetsList ( out notnull array< BaseTarget > outTargets,
ETargetCategory category )

◆ GetTotalFuel()

proto external float GetTotalFuel ( )

Get the current sum of amount of fuel in all nodes.

◆ GetTotalMaxFuel()

proto external float GetTotalMaxFuel ( )

Get the current sum of the max amount of fuel in all nodes.

◆ GetTransceiver()

proto external BaseTransceiver GetTransceiver ( int idx)
Returns
Transceiver with given index.

◆ GetTransmitRadio()

proto external BaseTransceiver GetTransmitRadio ( )

◆ GetUpdateInterval()

proto external float GetUpdateInterval ( )

◆ GetVehicleCompartmentManagerOwner()

CompartmentAccessComponentClass GameComponentClass GetVehicleCompartmentManagerOwner ( )

◆ GetVehicleRagdollSpeed()

proto external float GetVehicleRagdollSpeed ( )

◆ GetVehicleRagdollSpeedMsSq()

proto external float GetVehicleRagdollSpeedMsSq ( )

◆ GetVelocity()

proto external vector GetVelocity ( )

◆ GetVONComponent()

proto external VoNComponent GetVONComponent ( )

Get active VON component for transmit.

Definition at line 133 of file SCR_VONController.c.

◆ GetWantedLeaning()

proto external float GetWantedLeaning ( )

◆ GetWeaponADSInput()

proto external bool GetWeaponADSInput ( )

◆ GetWeaponManagerComponent()

proto external BaseWeaponManagerComponent GetWeaponManagerComponent ( )

◆ GetWeaponModifiers()

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

◆ GetWeaponObstructedState()

proto external EWeaponObstructedState GetWeaponObstructedState ( )

◆ Give()

proto external void Give ( RplIdentity newOwner)

Transfers ownership of the hierarchy to given connection.

Parameters
newOwnerIdentity of new owner.

◆ GiveExt()

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.

Warning
This method might be replaced by a unified Give method in the future. Use with caution.
Parameters
newOwnerNew owner.
alwaysNotifyNotifies listeners even if no change in ownership happened.

◆ HasFuel()

proto external bool HasFuel ( )

Returns true if one node has at least some fuel.

◆ Id()

proto external RplId Id ( )

Returns replication id of the RplComponent.

◆ InsertItem()

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.

Warning
Can be used only before the RplNode is inserted into the replication

◆ InsertToReplication()

proto external bool InsertToReplication ( RplSchedulerInsertionCtx ctx = NULL)

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.

◆ InterruptVehicleActionQueue()

proto external void InterruptVehicleActionQueue ( bool interruptCurrentAction,
bool forced,
bool replicate )

Interrupt the get in/get out process.

◆ IsAdjustingLeaning()

proto external bool IsAdjustingLeaning ( )

◆ IsChangingFireMode()

proto external bool IsChangingFireMode ( )

◆ IsChangingItem()

proto external bool IsChangingItem ( )

◆ IsChangingStance()

proto external bool IsChangingStance ( )

◆ IsCharacterStationary()

proto external bool IsCharacterStationary ( )

◆ IsClimbing()

proto external bool IsClimbing ( )

◆ IsClosingVehicleDoor()

proto external bool IsClosingVehicleDoor ( )

◆ IsDead()

proto external bool IsDead ( )

◆ IsDoorFromAnotherVehicle()

proto external bool IsDoorFromAnotherVehicle ( IEntity vehicle,
int doorIndex )

Checks if the door at doorIndex belongs to another vehicle.

Parameters
[in]vehicleExpected owner vehicle
[in]doorIndexValid door index

◆ IsEditorRadio()

proto external bool IsEditorRadio ( )

◆ IsEntityActiveEditor()

bool IsEntityActiveEditor ( IEntity entity)
protected

returns true if the entity is a SCR_EditorManagerEntity that is opened.

Definition at line 122 of file SCR_VoNComponent.c.

◆ IsFalling()

proto external bool IsFalling ( )

◆ IsFinishedPlaying()

proto external bool IsFinishedPlaying ( AudioHandle handle)

◆ IsFocusMode()

proto external bool IsFocusMode ( )

◆ IsFreeLookEnabled()

proto external bool IsFreeLookEnabled ( )

◆ IsFreeLookEnforced()

proto external bool IsFreeLookEnforced ( )

Returns true if freelook is enforced by game logic.

◆ IsFreeLookForced()

proto external bool IsFreeLookForced ( )

◆ IsGadgetInHands()

proto external bool IsGadgetInHands ( )

Returns true if there is a gadget in hands.

◆ IsGadgetRaisedModeWanted()

proto external bool IsGadgetRaisedModeWanted ( )

Returns true if character will be (or is) using gadget in raised mode.

◆ IsGettingIn()

proto external bool IsGettingIn ( )

Returns true while getting in.

◆ IsGettingOut()

proto external bool IsGettingOut ( )

Returns true while getting out.

◆ IsHandleValid()

proto external bool IsHandleValid ( AudioHandle handle)

◆ IsInCompartment()

proto external bool IsInCompartment ( )

Returns true if we're inside a compartment.

◆ IsInCompartmentADS()

proto external bool IsInCompartmentADS ( )

Returns true if we're inside a compartment with enabled ADS.

◆ IsInterpolating()

proto external bool IsInterpolating ( )

◆ IsInterpolationEnabled()

proto external bool IsInterpolationEnabled ( )

◆ IsInThirdPersonView()

proto external bool IsInThirdPersonView ( )

◆ IsLeaning()

proto external bool IsLeaning ( )

◆ IsLightOn()

◆ IsMaster()

proto external bool IsMaster ( )

If true we are both owner and authority (IsOwner() && !IsProxy())

Definition at line 205 of file SCR_DataCollectorComponent.c.

◆ IsMeleeAttack()

proto external bool IsMeleeAttack ( )

◆ IsOpeningVehicleDoor()

proto external bool IsOpeningVehicleDoor ( )

◆ IsOwner()

proto external bool IsOwner ( )

If true we are the owner of the hierarchy

Definition at line 511 of file SCR_EditorManagerEntity.c.

◆ IsOwnerProxy()

proto external bool IsOwnerProxy ( )

If true we are both owner and proxy (IsOwner() && IsProxy())

◆ IsPartiallyLowered()

proto external bool IsPartiallyLowered ( )

Returns true if the character is partially lowered.

◆ IsPlayerControlled()

proto external bool IsPlayerControlled ( )

◆ IsPlaying()

proto external bool IsPlaying ( )

Check whether the animation is being played at the moment.

◆ IsPlayingGesture()

proto external bool IsPlayingGesture ( )

◆ IsPlayingItemGesture()

proto external bool IsPlayingItemGesture ( )

Returns true if the character is playing a gesture.

◆ IsPowered()

proto external bool IsPowered ( )
Returns
Power state of whole radio

◆ IsProxy()

proto external bool IsProxy ( )

If true we are a proxy

Definition at line 509 of file SCR_CampaignBuildingCompositionComponent.c.

◆ IsReleasedFromRpl()

proto external bool IsReleasedFromRpl ( )

True if entity is marked as to-be-manually-deleted by proxies after removed from replication

◆ IsReloading()

proto external bool IsReloading ( )

◆ IsRemoteProxy()

proto external bool IsRemoteProxy ( )

If true we are a ghost item - not owned while being a proxy (!IsOwner() && IsProxy())

◆ IsRoll()

proto external bool IsRoll ( )

◆ IsSelfInserted()

proto external bool IsSelfInserted ( )

Returns true if the node is self-inserting (it inserts itself to replication in BaseRplComponent's EOnInit)

◆ IsSimulationEnabled()

proto external bool IsSimulationEnabled ( )

◆ IsSprinting()

proto external bool IsSprinting ( )

◆ IsSwimming()

proto external bool IsSwimming ( )

◆ IsSwitchingSeatsAnim()

proto external bool IsSwitchingSeatsAnim ( )

Returns true if character is in the switching animation.

◆ IsTargetVehicleAccessible()

proto external bool IsTargetVehicleAccessible ( IEntity targetEntity)

Returns true if.

Parameters
targetEntityis accessible for getting in (e.g. not upside down)

◆ IsTrackIREnabled()

proto external bool IsTrackIREnabled ( )

◆ IsUnconscious()

proto external bool IsUnconscious ( )

◆ IsUsingBinoculars()

event bool IsUsingBinoculars ( )

◆ IsUsingItem()

proto external bool IsUsingItem ( )

◆ IsVehicleFlipped()

proto external bool IsVehicleFlipped ( float dotThreshold)

◆ IsWeaponADS()

proto external bool IsWeaponADS ( )

◆ IsWeaponRaised()

proto external bool IsWeaponRaised ( )

◆ KickFromVehicle()

proto external void KickFromVehicle ( int doorInfoIndex)

Kick another character out. It should use the teleport exit position.

◆ Obsolete()

BaseAutopilotHelperComponentClass GameComponentClass Obsolete ( "Do not use. Will be removed entirely." )

Definition at line 1 of file BaseAutopilotHelperComponent.c.

◆ OnAnimationEvent()

void OnAnimationEvent ( AnimationEventID animEventType,
AnimationEventID animUserString,
int intParam,
float timeFromStart,
float timeToEnd )
protected

Definition at line 51 of file SCR_FlareAnimationComponent.c.

◆ OnApplyControls()

void OnApplyControls ( IEntity owner,
float timeSlice )
protected

◆ OnCapture()

void OnCapture ( BaseTransceiver transmitter)
protected

VONComponent event.

Event polled each frame while component is recording audio

Parameters
transmitterTransceiver used. Null if only direct speech.

Definition at line 138 of file SCR_VonDisplay.c.

◆ OnCompartmentEntered() [1/2]

void OnCompartmentEntered ( IEntity targetEntity,
BaseCompartmentManagerComponent manager,
int mgrID,
int slotID,
bool move )
protected

◆ OnCompartmentEntered() [2/2]

void OnCompartmentEntered ( IEntity vehicle,
IEntity occupant,
BaseCompartmentSlot compartment,
bool move )
protected

◆ OnCompartmentEntering()

void OnCompartmentEntering ( IEntity vehicle,
IEntity occupant,
BaseCompartmentSlot compartment,
bool move )
protected

◆ OnCompartmentLeft() [1/2]

void OnCompartmentLeft ( IEntity targetEntity,
BaseCompartmentManagerComponent manager,
int mgrID,
int slotID,
bool move )
protected

Definition at line 290 of file SCR_XPHandlerComponent.c.

◆ OnCompartmentLeft() [2/2]

void OnCompartmentLeft ( IEntity vehicle,
IEntity occupant,
BaseCompartmentSlot compartment,
bool move )
protected

◆ OnConsciousnessChanged()

void OnConsciousnessChanged ( bool conscious)
protected

Will be called when the consciousness of the character changes.

Definition at line 255 of file SCR_CampaignBuildingGadgetToolComponent.c.

◆ OnControlledByPlayer()

void OnControlledByPlayer ( IEntity owner,
bool controlled )
protected

Called when a player has been assigned to this controller.

◆ OnDamageEffectAdded()

override void OnDamageEffectAdded ( notnull SCR_DamageEffect dmgEffect)

Definition at line 48 of file SCR_ExtendedDamageManagerComponent.c.

◆ OnDamageEffectRemoved()

override void OnDamageEffectRemoved ( notnull SCR_DamageEffect dmgEffect)

Definition at line 61 of file SCR_ExtendedDamageManagerComponent.c.

◆ OnDeath()

void OnDeath ( IEntity instigatorEntity,
notnull Instigator instigator )
protected

Handling of death. If instigatorEntity is null, you can use instigator.GetInstigatorEntity() if appropiate.

◆ OnDiag()

void OnDiag ( IEntity owner,
float timeslice )
protected

Called during EOnDiag.

Parameters
ownerEntity this component is attached to. \poaram timeSlice Delta time since last update.

◆ OnEncryptionKeyChanged()

void OnEncryptionKeyChanged ( string newKey)
protected

Event invoked on client and server when encryption key is changed.

Definition at line 65 of file BaseRadioComponent.c.

◆ OnFactionChanged()

void OnFactionChanged ( Faction previous,
Faction current )
protected

Definition at line 577 of file SCR_CharacterFactionAffiliationComponent.c.

◆ OnFrame()

event void OnFrame ( IEntity owner,
float timeSlice )

Called during EOnFrame.

Parameters
ownerEntity this component is attached to.
timeSliceDelta time since last update.

Definition at line 1466 of file SCR_VehicleDamageManagerComponent.c.

◆ OnGadgetFocusStateChanged()

void OnGadgetFocusStateChanged ( IEntity gadget,
bool isFocused )
protected

Will be called when gadget fully transitioned to or canceled focus mode.

◆ OnGadgetStateChanged()

void OnGadgetStateChanged ( IEntity gadget,
bool isInHand,
bool isOnGround )
protected

Will be called when gadget taken/removed from hand.

◆ OnInit()

void OnInit ( IEntity owner)
protected

Called during EOnInit.

Parameters
ownerEntity this component is attached to.

Definition at line 493 of file SCR_CharacterCommandHandler_Tests.c.

◆ OnInspectionModeChanged()

event void OnInspectionModeChanged ( bool newState)

◆ OnItemDroppedFromLeftHand()

void OnItemDroppedFromLeftHand ( IEntity pItemEntity)
protected

Runs after the left hand item is dropped. Returns dropped item entity.

◆ OnItemGestureCancelled()

void OnItemGestureCancelled ( )
protected

Triggered if item gesture is cancelled.

◆ OnItemUseBegan()

void OnItemUseBegan ( ItemUseParameters itemUseParams)
protected

Will be called when item use action is started.

◆ OnItemUseEnded()

void OnItemUseEnded ( ItemUseParameters itemUseParams,
bool successful )
protected

Will be called when item use action is complete.

◆ OnLifeStateChanged()

void OnLifeStateChanged ( ECharacterLifeState previousLifeState,
ECharacterLifeState newLifeState,
bool isJIP )
protected

Will be called when the life state of the character changes.

◆ OnMeleeDamage()

void OnMeleeDamage ( bool started)
protected

Handling of melee events. Sends true if melee started, false, when melee ends.

◆ OnNewMessage()

void OnNewMessage ( string msg,
int channelId,
int senderId )
protected

Event triggered on every message delivered to BaseChatComponent

Parameters
msgPayload
channelIdDefined by BaseChatEntity. Indexed from 0.
senderIdSender PlayerID compatible with lobby

Definition at line 23 of file SCR_ChatComponent.c.

◆ OnNewPrivateMessage()

void OnNewPrivateMessage ( string msg,
int senderId,
int receiverId )
protected

Event triggered on every private message delivered to BaseChatComponent

Parameters
msgPayload
senderIdSender PlayerID
receiverIdReceiver PlayerID

Definition at line 33 of file SCR_ChatComponent.c.

◆ OnPerformAction()

bool OnPerformAction ( )
protected

Override to handle what happens after pressing F button, return false to use default cpp behavior.

Definition at line 480 of file CharacterControllerComponent.c.

◆ OnPostInit()

void OnPostInit ( IEntity owner)
protected

Editable Mine.

Called after all components are initialized.

Parameters
ownerEntity this component is attached to.

Definition at line 47 of file SCR_AICharacterSettingsComponent.c.

◆ OnPowerChanged()

void OnPowerChanged ( bool powered)
protected

Event invoked on client and server when power is changed.

Definition at line 63 of file BaseRadioComponent.c.

◆ OnPrepareControls()

void OnPrepareControls ( IEntity owner,
ActionManager am,
float dt,
bool player )
protected

Definition at line 1 of file SCR_CharacterControllerComponent_Test.c.

◆ OnQueryFinished()

event void OnQueryFinished ( )

Triggered when the result of QueryAmbientSoundsBySphere query becomes available.

Definition at line 49 of file SCR_AmbientSoundsComponent.c.

◆ OnReceive()

void OnReceive ( int playerId,
bool isSenderEditor,
BaseTransceiver receiver,
int frequency,
float quality )
protected

VONComponent event.

Event invoked when component receives audio data for playback

Parameters
playerIdSenders PlayerId
isSenderEditortrue if sender is active editor.
receiverReceiving transceiver
frequencyFrequency 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.
qualityValue in range <0,1> describing quality of the transmission

Definition at line 181 of file SCR_VonDisplay.c.

◆ OnRefreshNeeded()

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.

◆ OnReloaded()

void OnReloaded ( IEntity owner,
BaseWeaponComponent weapon )
protected

◆ OnTansceiverFrequencyChanged()

void OnTansceiverFrequencyChanged ( BaseTransceiver transceiver,
int oldFreq,
int newFreq )
protected

Event invoked on client and server when frequency is changed.

Definition at line 59 of file BaseRadioComponent.c.

◆ OnTansceiverRangeChanged()

void OnTansceiverRangeChanged ( BaseTransceiver transceiver,
float oldRange,
float newRange )
protected

Event invoked on client and server when range is changed.

Definition at line 61 of file BaseRadioComponent.c.

◆ OnTicksOnRemoteProxy()

Definition at line 1 of file ScriptGameComponent.c.

◆ OnVoNUsed()

void OnVoNUsed ( int senderId)
protected

Event invoked on the server, each time VoN is used.

Definition at line 89 of file SCR_VoNComponent.c.

◆ OnWeaponDropped()

void OnWeaponDropped ( IEntity pWeaponEntity,
WeaponSlotComponent pWeaponSlot )
protected

Runs after a weapon is dropped from hands. Returns dropped weapon entity and slot that the weapon was dropped from.

◆ OnWeaponLoweringFinished()

void OnWeaponLoweringFinished ( )
protected

Will be called when weapon lowering finished.

◆ OnWeaponLoweringStarted()

void OnWeaponLoweringStarted ( )
protected

Will be called when weapon lowering started.

◆ OnWeaponRaisingFinished()

void OnWeaponRaisingFinished ( )
protected

Will be called when weapon raising finished.

◆ OnWeaponRaisingStarted()

void OnWeaponRaisingStarted ( )
protected

Will be called when weapon raising started.

◆ OpenDoor()

proto external bool OpenDoor ( IEntity vehicle,
ECharacterDoorAnimType doorAnimType,
int doorInfoIndex )

Open door only.

◆ OverrideMaxSpeed()

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.

◆ PerformAction()

proto external void PerformAction ( BaseUserAction action)

◆ PerformContinuousAction()

proto external void PerformContinuousAction ( BaseUserAction action,
float timeSlice )

◆ Play() [1/2]

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.

◆ Play() [2/2]

proto external AudioHandle Play ( int name)

◆ PlayStr()

proto external AudioHandle PlayStr ( string name)

◆ Prepare()

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.

◆ QueryAmbientSoundsBySphere()

Results true if the query could be performed. Returns false otherwise. After the query is finished, SCR_OnQueryFinished is triggered.

◆ Ragdoll()

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.

◆ RecoverHiddenGadget()

proto external void RecoverHiddenGadget ( bool respectSettings,
bool skipAnims )

Put held gadget on hold.

◆ RefreshRagdoll()

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.

◆ ReleaseFromRpl()

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.

Warning
Only has effect if called by the authority

◆ ReloadWeapon()

proto external bool ReloadWeapon ( )

Request weapon reload. If true, request was sucessful.

◆ ReloadWeaponWith()

proto external bool ReloadWeaponWith ( IEntity ammunitionEntity,
bool bForceDetach = false )

◆ RemoveGadgetFromHand()

proto external void RemoveGadgetFromHand ( bool skipAnimations = false)

Remove held gadget.

◆ ReplaceEquippedItem()

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.

◆ RequestActionByID()

proto external void RequestActionByID ( int actionID,
float value )

◆ ResetPersistentStates()

proto external void ResetPersistentStates ( bool resetADSState = true,
bool resetGadgetState = true )

◆ Role()

proto external RplRole Role ( )

Returns current role of the component and its hierarchy within the replication.

◆ SCR_GetDisableMovementControls()

event bool SCR_GetDisableMovementControls ( )
protected

◆ SCR_GetDisableViewControls()

event bool SCR_GetDisableViewControls ( )
protected

◆ SCR_OnDisabledJumpAction()

event void SCR_OnDisabledJumpAction ( )
protected

◆ SelectWeapon()

proto external bool SelectWeapon ( BaseWeaponComponent newWeapon)

Set weapon on character with switching animations. If true, the request was successful.

◆ SendMessage()

proto external void SendMessage ( string msgStr,
int channelId )

Send message to specified channel

Parameters
msgStrMessage to be sent
channelIdDefined by BaseChatEntity. Indexed from 0.

◆ SendPrivateMessage()

proto external void SendPrivateMessage ( string msgStr,
int receiverId )

Send message to specific player

Parameters
msgStrMessage to be sent
receiverIdReceiver PlayerID

◆ SetActivePilotCompartment()

proto external void SetActivePilotCompartment ( BaseCompartmentSlot pilotCompartment)

◆ SetAffiliatedFaction()

proto external void SetAffiliatedFaction ( Faction faction)

Sets the affiliated faction to the provided one or clears current one if null.

Parameters
factionThe new affiliated faction

◆ SetAffiliatedFactionByKey()

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.

Parameters
factionKeyThe identifier of the faction

◆ SetAimingSensitivity()


Aiming input sensitivities

◆ SetAllowance()

NwkTrackedMovementComponentClass NwkMovementComponentClass SetAllowance ( bool speedScaledDistance,
float distance,
float angle,
float linearVelocity,
float angularVelocity )

◆ SetBanking()

proto external void SetBanking ( float val)

◆ SetBroken()

proto external void SetBroken ( bool broken)

◆ SetCanMove()

proto external void SetCanMove ( bool canMove)

Changes state of movement capacity. Internally verifies if all necessary conditions are met.

◆ SetCapture()

VoNComponentClass GameComponentClass SetCapture ( bool isCapturing)

Component responsible for recording and playback of voice over network.

Request to starts/stop audio capturing.

Returns
if the request suceeded

◆ SetCategory()

proto external void SetCategory ( string category)

◆ SetChannel()

proto external void SetChannel ( int channelId,
bool enabled )

Enables/disables chat-channel. System channel (channelId = 0) is enabled by default

Parameters
channelIdDefined by BaseChatEntity. Indexed from 0.
enabledEnable/disable receiving of messages in channel

◆ SetCommMethod()

proto external void SetCommMethod ( ECommMethod type)

Sets communication method used.

◆ SetCustomBindPose()

proto external bool SetCustomBindPose ( ResourceName meshObj)

Set custom bind pose from mesh object identified by rNameMeshObj.

◆ SetDebug()

proto external void SetDebug ( bool value)

◆ SetDisableMovementControls()

proto external void SetDisableMovementControls ( bool other)

◆ SetDisableViewControls()

proto external void SetDisableViewControls ( bool other)

◆ SetDisableWeaponControls()

proto external void SetDisableWeaponControls ( bool other)

◆ SetDynamicSpeed()

proto external void SetDynamicSpeed ( float value)

Sets dynamic speed of this character.

Parameters
valueDesired speed as percentage <0,1>.

◆ SetDynamicStance()

proto external void SetDynamicStance ( float value)

Sets dynamic stance of this character.

Parameters
valueDesired stance height as percentage of full erect <0,1>.

◆ SetEncryptionKey()

proto external void SetEncryptionKey ( string key)
Parameters
keyKey used for transmission encryption

◆ SetFireMode()

proto external bool SetFireMode ( int index)

◆ SetFireWeaponWanted()

proto external void SetFireWeaponWanted ( bool val)

Set wanted input action values.

◆ SetForcedFreeLook()

proto external void SetForcedFreeLook ( bool enabled)

Force character to stay in freelook.

◆ SetFreeLook()

proto external void SetFreeLook ( bool input,
bool mouse,
bool controller )

◆ SetFriendlyFireCheck()

proto external void SetFriendlyFireCheck ( bool on)

◆ SetGadgetRaisedModeWanted()

proto external bool SetGadgetRaisedModeWanted ( bool newRaised)

Returns true if focus will be changed to requested.

◆ SetGraphResource()

proto external void SetGraphResource ( IEntity owner,
ResourceName graphResource,
ResourceName animInstanceResource,
string startNode )

Changes used anim graph.

◆ SetHandsIKPose()

proto external void SetHandsIKPose ( IEntity owner,
ResourceName ikPoseResource )

Changes used ik pose resource.

◆ SetHeadingAngle()

proto external void SetHeadingAngle ( float newHeadingAngle,
bool adjustAimingYaw = false )

◆ SetIkState()

proto external void SetIkState ( bool leftHand,
bool rightHand )

Changes IK state for weapon IKVariable (usually state set once upon creation).

◆ SetInspect()

proto external void SetInspect ( IEntity targetItem)

Enables or disables inspection mode.

Parameters
targetItemItem to enable the inspection mode on.

◆ SetInspectState()

proto external void SetInspectState ( int state)

Sets inspection state if inspection is enabled.

Parameters
stateTarget state, 0 = default, 1 = alternate.

◆ SetInThirdPersonView()

proto external void SetInThirdPersonView ( bool state)

◆ SetJump()

proto external void SetJump ( float val)

◆ SetMeleeAttack()

proto external void SetMeleeAttack ( bool val)

◆ SetMovement()

proto external void SetMovement ( float movementSpeed,
vector movementDirModel )

Update animation about state of movement, define speed and direction in local space of character.

◆ SetMovementDirWorld()

proto external void SetMovementDirWorld ( vector movementDirWorld)

Update simulation state with difference of world position.

◆ SetMute()

proto external void SetMute ( bool value)

◆ SetMuzzle()

proto external bool SetMuzzle ( int index)

◆ SetPartialLower()

proto external void SetPartialLower ( bool state)

Sets desired partial lower state, if allowed.

◆ SetPerceptionFactor()

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.

◆ SetPower()

proto external void SetPower ( bool powered)

Sets the power state of whole radio.

◆ SetPrediction()

proto external void SetPrediction ( bool turnOn)

◆ SetRoll()

proto external void SetRoll ( int val)

2 - right, 1 - left

◆ SetSafety()

proto external bool SetSafety ( bool safety,
bool automatic )

Set the safety of the current weapon.

Parameters
safetyTrue to set the weapon safety.
automaticTrue to set the automatic safety otherwise false to set manual safety.
Returns
Returns true if the action has been successfull otherwise false.

◆ SetShouldApplyDynamicSpeedOverride()

proto external void SetShouldApplyDynamicSpeedOverride ( bool shouldApply)

◆ SetSightsRange()

proto external void SetSightsRange ( int index)

◆ SetSignalInValue()

proto external bool SetSignalInValue ( int index,
float value )

Set the input value of a signal. Returns true if changed.

◆ SetSignalValue()

proto external void SetSignalValue ( int index,
float value )

◆ SetSignalValueName()

proto external void SetSignalValueName ( string signal,
float value )

◆ SetSignalValueStr()

proto external void SetSignalValueStr ( string signal,
float value )

◆ SetSize()

◆ SetSoundTransformation()

proto external void SetSoundTransformation ( AudioHandle handle,
vector transf[] )

◆ SetStanceChange()

proto external void SetStanceChange ( int stance)

CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3.

◆ SetThrow()

proto external void SetThrow ( bool val,
bool cancelThrow )

Set wanted input action values.

◆ SetTransceiverFrequency()

proto external void SetTransceiverFrequency ( BaseTransceiver transceiver,
int freq )

Set frequency of transceiver and sync with server.

◆ SetTransformation()

proto external void SetTransformation ( vector transf[])

◆ SetTransmitRadio()

proto external void SetTransmitRadio ( BaseTransceiver transceiver)

Sets the transceiver used for VoN transmission.

◆ SetUnconscious()

proto external void SetUnconscious ( bool enabled)

◆ SetWantedLeaning()

proto external void SetWantedLeaning ( float val)

◆ SetWeaponADS()

proto external void SetWeaponADS ( bool val)

Set the current weapon ADS state.

◆ SetWeaponADSInput()

proto external void SetWeaponADSInput ( bool val)

◆ SetWeaponNoFireTime()

proto external void SetWeaponNoFireTime ( float t)

◆ SetWeaponRaised()

proto external void SetWeaponRaised ( bool val)

Set the current weapon-raised state.

◆ ShouldAligningAdjustAimingAngles()

event bool ShouldAligningAdjustAimingAngles ( )
protected

◆ ShouldGadgetBeDropped()

event bool ShouldGadgetBeDropped ( IEntity gadget)
protected

◆ ShouldHoldInputForRoll()

proto external bool ShouldHoldInputForRoll ( )

◆ ShowMessage()

void ShowMessage ( string msg)
protected

Definition at line 43 of file SCR_ChatComponent.c.

◆ SoundEventPriority()

proto external void SoundEventPriority ( string eventname,
array< float > values,
int priority,
bool ignoreQueue = false )

Transfer AI sound message through VoN.

◆ StartAction()

◆ Stop()

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.

◆ StopCharacterGesture()

proto external void StopCharacterGesture ( )

◆ StopDeployment()

proto external void StopDeployment ( )

◆ TakeGadgetInLeftHand()

proto external bool TakeGadgetInLeftHand ( IEntity gadget,
int gadgetType,
bool autoFocus = false,
bool skipAnimations = false )

◆ Terminate()

proto external void Terminate ( AudioHandle handle)

◆ TerminateAll()

proto external void TerminateAll ( )

◆ TracePointToTerrain()

proto void TracePointToTerrain ( const vector point,
inout int iSoundGroup )

Results from the last call to QueryAmbientSoundsBySphere are used.

◆ TransceiversCount()

proto external int TransceiversCount ( )
Returns
Number of transceivers.

◆ TryEquipRightHandItem()

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

◆ TryPlayItemGesture()

proto external bool TryPlayItemGesture ( EItemGesture gesture,
BaseUserAction callbackAction = null,
string confirmEvent = "" )

Try to play the specified gesture.

Parameters
gestureThe gesture which should be played.
callbackActionOptional UserAction as callback that will be called when target animation event is hit or gesture is complete
confirmEvent
Returns
Returns true if the gesture has been played.

◆ TryRecoverLastRightHandItem()

proto external bool TryRecoverLastRightHandItem ( bool swap = false,
BaseUserAction callbackAction = null )

◆ TryStartCharacterGesture()

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).

◆ TryUseBandage()

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.

Parameters
bandageBandage entity used for bandage action.
bodyPartBody part where the bandage will be applied.
durationDuration of the bandage in seconds.
bandageSelfTrue if the player is bandaging himself.

◆ TryUseItem()

proto external bool TryUseItem ( IEntity item,
bool allowMovementDuringAction = false,
bool keepInHandAfterSuccessfulAction = false )

Try to use equipped item.

Returns
Returns true if the equipped item has been used.

◆ TryUseItemOverrideParams()

proto external bool TryUseItemOverrideParams ( notnull ItemUseParameters params)

Try to use equipped item with custom command and variables.

Parameters
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.
Returns
Returns true if the equipped item has been used.

◆ TryUseLadder()

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.

◆ TurnOut()

proto external bool TurnOut ( bool turnOut)

Turn out/in from/to compartment if it has the option for it.

◆ 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.

◆ UpdateAnimInstance()

proto external void UpdateAnimInstance ( IEntity owner,
ResourceName instanceResource )

Changes used anim instance.

◆ UpdateDrowning()

event void UpdateDrowning ( float timeSlice,
vector waterLevel )

◆ UpdateFrameStep()

Performs manual graph step (might be needed when owner/component is controlled outside of world simulation and visual state update of skeleton is required).

◆ UpdateTrigger()

proto external void UpdateTrigger ( )

◆ ValidateCanMove()

event bool ValidateCanMove ( )

Definition at line 27 of file BaseControllerComponent.c.

Variable Documentation

◆ BaseTransceiver

BaseRadioComponentClass BaseTransceiver

◆ int

◆ m_OnEncryptionKeyChanged

ref ScriptInvoker<string> m_OnEncryptionKeyChanged = new ScriptInvoker<string>()

Definition at line 21 of file BaseRadioComponent.c.

◆ m_OnPowerChanged

ref ScriptInvoker<bool> m_OnPowerChanged = new ScriptInvoker<bool>()

Definition at line 20 of file BaseRadioComponent.c.

◆ m_OnTansceiverFrequencyChangedInvoker

BaseRadioComponentClass m_OnTansceiverFrequencyChangedInvoker = new ScriptInvoker<BaseTransceiver, int, int>()

◆ m_OnTansceiverRangeChangedInvoker

ref ScriptInvoker<BaseTransceiver, float, float> m_OnTansceiverRangeChangedInvoker = new ScriptInvoker<BaseTransceiver, float, float>()

Definition at line 19 of file BaseRadioComponent.c.