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scripting:components:charactercontrollercomponent [2022/08/10 17:01] – created jerryhopperscripting:components:charactercontrollercomponent [2022/08/10 22:40] (current) – [SetStickyADS()] jerryhopper
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 +
 +
 +
 +==== GetAnimationComponent() ====
 +
 +  GetAnimationComponent();
 +
 +Return type: [[scripting:datatypes#CharacterAnimationComponent]]
 +
 +
 +==== GetWeaponManagerComponent() ====  
 +
 +  GetWeaponManagerComponent();
 +
 +Return type: [[scripting:datatypes#BaseWeaponManagerComponent]]
 +
 +
 +==== GetCameraHandlerComponent() ==== 
 +
 +  GetCameraHandlerComponent();
 +
 +Return type: [[scripting:datatypes#CameraHandlerComponent]]
 +
 +
 +==== GetInventoryStorageManager() ====  
 +
 +  GetInventoryStorageManager();
 +
 +Return type: [[scripting:datatypes#InventoryStorageManagerComponent]]
 +
 +
 +==== GetVONComponent() ====  
 +
 +  GetVONComponent();
 +
 +Return type: [[scripting:datatypes#VoNComponent]]
 +
 +
 +==== GetInputContext() ====  
 +
 +  GetInputContext();
 +
 +Return type: [[scripting:datatypes#CharacterInputContext]]
 +
 +
 +==== GetMovementType() ====  
 +
 +  GetMovementType();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== SetMovement() ==== 
 +
 +  SetMovement(float type, vector movementDirLocal);
 +
 +Update animation about state of movement, define speed and direction in local space of character
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetHeadingAngle() ====
 +
 +  SetHeadingAngle(float newHeadingAngle, bool adjustAimingYaw = false);
 +
 +set heading angle in radians
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetHeadingAngle() ====
 +
 +  GetHeadingAngle();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== SetAimingAngles() ====  
 +
 +  SetAimingAngles(float yaw, float pitch);
 +
 +set aiming angles in radians
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetStance() ====  
 +
 +  GetStance();
 +
 +Returns the current stance of the character.
 +
 +Return type: [[scripting:datatypes#ECharacterStance]]
 +
 +==== GetCharacter() ==== 
 +
 +  GetCharacter();
 +
 +Returns the current controlled character.
 +
 +Return type: [[scripting:datatypes#SCR_ChimeraCharacter]]
 +
 +==== SetFireWeaponWanted() ====  
 +
 +  SetFireWeaponWanted(bool val);
 +
 +Set wanted input action values
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetThrow() ====  
 +
 +Set wanted input action values
 +
 +  SetThrow(bool val, bool cancelThrow);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetMovementDirWorld() ====  
 +
 +Update simulation state with difference of world position
 +
 +  SetMovementDirWorld(vector movementDirWorld);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetMovementDirWorld() ====  
 +
 +  GetMovementDirWorld();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== SetWeaponRaised() ====  
 +
 +Set the current weapon-raised state.
 +
 +  SetWeaponRaised(bool val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetWeaponADS() ====  
 +
 +Set the current weapon ADS state.
 +
 +  SetWeaponADS(bool val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetPlayGesture() ==== 
 + 
 +Set the current play gesture state.
 +  SetPlayGesture(bool val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetFreeLook() ====  
 +
 +  SetFreeLook(bool val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== ResetPersistentStates() ====  
 +
 +  ResetPersistentStates(bool resetADSState = true, bool resetGadgetState = true);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetDynamicSpeed() ====  
 +
 +Sets dynamic speed of this character.
 + param value Desired speed as percentage <0,1>.
 +  SetDynamicSpeed(float value);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetDynamicSpeed() ====  
 +
 +Returns dynamic speed value.
 + return Dynamic speed value as <0, 1>.
 +  GetDynamicSpeed();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== SetDynamicStance() ====  
 +
 +Sets dynamic stance of this character.
 + param value Desired stance height as percentage of full erect <0,1>.
 +  SetDynamicStance(float value);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== CanSetDynamicStance() ==== 
 + 
 +Returns whether provided dynamic stance can be set for this character.
 + see CharacterControllerComponent::SetDynamicStance(float value)
 + param value Desired stance height as percentage of full erect <0,1>.
 +
 +  CanSetDynamicStance(float value);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetDynamicStance() ====  
 +
 +Returns current dynamic stance value.
 + return Dynamic stance value as <0,1>.
 +
 +  GetDynamicStance();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== SetInspectionMode() ====  
 +
 +Enables or disables inspection mode.
 + param state Desired state true=enabled, disabled otherwise.
 +
 +  SetInspectionMode(bool state);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== CanSetInspectionMode() ==== 
 + 
 +Returns whether inspection mode can be set.
 + return True in case inspection mode can be set, false otherwise.
 +
 +  CanSetInspectionMode();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetIsInspectionMode() ====  
 +
 +Returns whether character is in inspection mode.
 + return True in case character is in inspection mode, false otherwise.
 +
 +  GetIsInspectionMode();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetInspectionState() ====
 +
 +Sets inspection state if inspection state is enabled.
 + param state Desired state.
 +
 +  SetInspectionState(float state);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetInspectionState() ====
 +
 +Returns inspection state if inspection state is enabled.
 + return Returns desired state.
 +
 +  GetInspectionState();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== SetStanceChange() ====
 +
 +CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3
 +
 +  SetStanceChange(int stance);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== CanChangeStance() ====
 +
 +CharacterStanceChange STANCECHANGE_NONE = 0, STANCECHANGE_TOERECTED = 1, STANCECHANGE_TOCROUCH = 2, STANCECHANGE_TOPRONE = 3
 +
 +  CanChangeStance(int stance);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== ForceStance() ====
 +
 +  ForceStance(int stance);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== ForceStanceUp() ====
 +
 +  ForceStanceUp(int stance);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetRoll() ====
 +
 +2 - right, 1 - left
 +
 +  SetRoll(int val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetJump() ====
 +
 +  SetJump(float val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetWantedLeaning() ====
 +
 +  SetWantedLeaning(float val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetBanking() ====
 +
 +  SetBanking(float val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetMeleeAttack() ====
 +
 +  SetMeleeAttack(bool val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetLeaning() ====
 +
 +Either character wants to lean
 +  GetLeaning();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== GetWantedLeaning ====
 +
 +  GetWantedLeaning();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== IsAdjustingLeaning() ====
 +
 +  IsAdjustingLeaning();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetCurrentLeanAmount() ====
 +
 +Returns current amount of leaning applied
 +  GetCurrentLeanAmount();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== IsLeaning() ====
 +
 +  IsLeaning();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetADSTime() ====
 +
 +  GetADSTime();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== IsWeaponRaised() ====
 +
 +  IsWeaponRaised();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsWeaponObstructed() ====
 +
 +  IsWeaponObstructed();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetObstructionAlpha() ====
 +
 +  GetObstructionAlpha();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== IsClimbing() ====
 +
 +  IsClimbing();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsSwimming() ====
 +
 +  IsSwimming();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsSprinting() ====
 +  IsSprinting();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsChangingStance() ====
 +
 +  IsChangingStance();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsWeaponADS() ====
 +
 +  IsWeaponADS();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsChangingFireMode() ====
 +  IsChangingFireMode();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsPlayingGesture() ====
 +
 +  IsPlayingGesture();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsFreeLookEnabled() ====
 +
 +  IsFreeLookEnabled();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsTrackIREnabled() ====
 +
 +  IsTrackIREnabled();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsFocusMode() ====
 +
 +  IsFocusMode();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetWeaponADSInput() ====
 +
 +  GetWeaponADSInput();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsChangingItem() ====
 +
 +  IsChangingItem();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsFalling() ====
 +
 +  IsFalling();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsReloading() ====
 +
 +  IsReloading();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== CanFire() ====
 +
 +  CanFire();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsDead() ====
 +
 +  IsDead();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsUsingItem() ====
 +
 +  IsUsingItem();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsMeleeAttack() ====
 +
 +  IsMeleeAttack();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +====  CanEngageChangeItem() ====
 +
 +  CanEngageChangeItem();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SelectWeapon() ====
 +
 +Set weapon on character with switching animations. If true, the request was successful
 +
 +  SelectWeapon(BaseWeaponComponent newWeapon);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetMuzzle() ====
 +
 +  SetMuzzle(int index);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetFireMode() ====
 +
 +  SetFireMode(int index);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetSightsRange() ====
 +
 +  SetSightsRange(int index);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetWeaponADSInput() ====
 +
 +  SetWeaponADSInput(bool val);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetSafety() ====
 +
 +Set the safety of the current weapon.
 + param safety True to set the weapon safety.
 + param automatic True to set the automatic safety otherwise false to set manual safety.
 + return Returns true if the action has been successfull otherwise false.
 +
 +  SetSafety(bool safety, bool automatic);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetStamina() ====
 +
 +Returns the current stamina value in <0, 1>. -1 if there is no stamina component attached to the current owner.
 +
 +  GetStamina();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== ReloadWeapon() ====
 +
 +Request weapon reload. If true, request was sucessful
 +
 +  ReloadWeapon();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== ReloadWeaponWith() ====
 +
 +mag or projectile
 +
 +  ReloadWeaponWith(IEntity ammunitionEntity);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== Ragdoll() ====
 +
 +Dying
 +
 +  Ragdoll();
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== ForceDeath() ====
 +
 +Kills the character. Skips invincibility checks.
 +
 +  ForceDeath();
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== TakeGadgetInLeftHand() ====
 +  
 +/* @NOTE(Leo): Temp solution, eventually will be solved by setting respective gadget graph attachments,
 +unfortunately current state of Enf animation system is not allowing it and will be solved not earlier then 10.07 by @Michal Žák
 +from conversation with @Théo Escamez:
 +so heres how it works :
 +for now we have 4 items> compass adrianov, compass SY183, Radio ANPRC68 and Radio R148
 +...where they are triggered respectively by integers 1 2 3 and 4...
 +
 +  TakeGadgetInLeftHand(IEntity gadget, int gadgetType, bool autoFocus = false, bool skipAnimations = false);
 +
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== CanEquipGadget() ====
 +
 +Performs gadget equip validation
 +
 +  CanEquipGadget(IEntity gadget);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetAttachedGadgetAtLeftHandSlot() ====
 +
 +  GetAttachedGadgetAtLeftHandSlot();
 +
 +Return type: [[scripting:datatypes#IEntity]]
 +
 +
 +==== TryUseBandage() ====
 +
 +Try to use bandage on specified body part for a specific duration.
 + param bandage Bandage entity used for bandage action.
 + param bodyPart Body part where the bandage will be applied.
 + param duration Duration of the bandage in seconds.
 + param bandageSelf True if the player is bandaging himself.
 +
 +  TryUseBandage(IEntity bandage, int bodyPart, float duration = 4.0, bool bandageSelf = true);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== RemoveGadgetFromHand() ====
 +
 +Remove held gadget
 +
 +  RemoveGadgetFromHand(bool skipAnimations = false);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== RecoverHiddenGadget() ====
 +
 +Put held gadget on hold
 +
 +  RecoverHiddenGadget(bool respectSettings, bool skipAnims);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== IsGadgetInHands() ====
 +
 +Returns true if there is a gadget in hands.
 +
 +  IsGadgetInHands();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetGadgetRaisedModeWanted() ====
 +
 +Returns true if focus will be changed to requested
 +
 +  SetGadgetRaisedModeWanted(bool newRaised);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsGadgetRaisedModeWanted ====
 +
 +Returns true if character will be (or is) using gadget in raised mode
 +
 +  IsGadgetRaisedModeWanted();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +
 +==== TryEquipRightHandItem() ====
 +
 +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
 +
 +  TryEquipRightHandItem(IEntity item, EEquipItemType type, bool swap = false, BaseUserAction callbackAction = null);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetRightHandItem() ====
 +
 +Returns generic item attached to right hand. Returns null if there's none (or if active item is weapon)
 +
 +  GetRightHandItem();
 +
 +Return type: [[scripting:datatypes#IEntity]]
 +
 +
 +==== TryUseEquippedItem() ====
 +
 +Try to use equipped item.
 + return Returns true if the equipped item has been used.
 +
 +  TryUseEquippedItem();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== TryUseItem() ====
 +
 +Try to use the specified item.
 + param item The item which should be used.
 + return Returns true if the item has been used.
 +
 +  TryUseItem(IEntity item);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== CanUseItem() ====
 +
 +Returns true if the character can use an item.
 +
 +  CanUseItem();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== TryStartCharacterGesture() ====
 +Starts character gesture with specified duration in milliseconds (if duration <= 0, it will be played until StopCharacterGesture is called)
 +
 +  TryStartCharacterGesture(int gesture, int durationMS = 0);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== StopCharacterGesture() ====
 +
 +  StopCharacterGesture();
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== TryPlayItemGesture() ====
 +
 +Try to play the specified gesture.
 + param gesture The gesture which should be played.
 + param callbackAction Optional UserAction as callback that will be called when target animation event is hit or gesture is complete
 + param confirmEvent
 + return Returns true if the gesture has been played.
 +
 +  TryPlayItemGesture(EItemGesture gesture, BaseUserAction callbackAction = null, string confirmEvent = "");
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== IsPlayingItemGesture() ====
 +
 +Returns true if the character is playing a gesture.
 +
 +  IsPlayingItemGesture();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== CanPlayItemGesture() ====
 +
 +Returns true if the character can play a gesture.
 +
 +  CanPlayItemGesture();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== CanUseLadder() ====
 +
 +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
 +
 +  CanUseLadder(LadderComponent pLadder, float maxTestDistance = -1.0, float maxEntryAngle = -1.0, bool performTraceCheck = false);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== TryUseLadder() ====
 +
 +Start climbing provided ladder.
 +Returns true if request was successful.
 +
 +  TryUseLadder(LadderComponent pLadder, float maxTestDistance = -1.0, float maxEntryAngle = -1.0);
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== RequestActionByID() ====
 +
 +Script
 +
 +  RequestActionByID(int actionID, float value);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== IsPartiallyLowered() ====
 +
 +Returns true if the character is partially lowered.
 +
 +  IsPartiallyLowered();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetAimingAngles() ====
 +
 +Returns the aiming angles in radians
 +
 +  GetAimingAngles();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetWeaponAngles() ====
 +
 +Returns the weapon angles in degrees
 +
 +  GetWeaponAngles();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetCameraWeaponAngles() ====
 +
 +Returns the camera weapon angles in degrees
 +
 +  GetCameraWeaponAngles();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetCameraWeaponOffset() ====
 +
 +  GetCameraWeaponOffset();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetLookAtAngularVelocity() ====
 +
 +Returns the angular velocity in degrees/s
 +
 +  GetLookAtAngularVelocity();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetDisableMovementControls() ====
 +
 +  GetDisableMovementControls();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetDisableMovementControls() ====
 +
 +  SetDisableMovementControls(bool other);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetDisableViewControls() ====
 +
 +  GetDisableViewControls();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetDisableViewControls() ====
 +
 +  SetDisableViewControls(bool other);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetAimingSensitivity() ====
 +  SetAimingSensitivity(float mouse, float gamepad, float ads);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetAimingSensivity() ====
 +  GetAimingSensivity(out float mouse, out float gamepad, out float ads);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetStickyGadget() ====
 +
 +  Sets gadget handling into persistent mode
 +
 +  SetStickyGadget(bool enable);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetStickyADS() ====
 +
 +Sets ads and gadget focus into persistent mode
 +
 +  SetStickyADS(bool enable);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== SetMaxZoomInADS() ====
 +
 +  SetMaxZoomInADS(bool enable);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetMaxZoomInADS() ====
 +
 +  GetMaxZoomInADS();
 +
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetDisableWeaponControls() ====
 +
 +  GetDisableWeaponControls();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetDisableWeaponControls() ====
 +
 +  SetDisableWeaponControls(bool other);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetMovementVelocity() ====
 +
 +  GetMovementVelocity();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetMovementInput() ====
 +
 +  GetMovementInput();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetVelocity() ====
 +
 +  GetVelocity();
 +
 +Return type: [[scripting:datatypes#vector]]
 +
 +==== GetIsSprintingToggle() ====
 +
 +  GetIsSprintingToggle();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetLastStanceChangeDelay() ====
 +
 +  GetLastStanceChangeDelay();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== GetCurrentMovementPhase() ====
 +
 +  GetCurrentMovementPhase();
 +
 +Return type: [[scripting:datatypes#int]]
 +
 +==== GetCanFireWeapon() ====
 +
 +  GetCanFireWeapon();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetCanThrow() ====
 +
 +  GetCanThrow();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetWeaponNoFireTime() ====
 +
 +  SetWeaponNoFireTime(float t);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== IsInThirdPersonView() ====
 +
 +  IsInThirdPersonView();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== SetInThirdPersonView() ====
 +
 +  SetInThirdPersonView(bool state);
 +
 +Caching third person view since profiling showed minor impact on cpu time when calling in to scripted method
 +
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== GetStanceChangeDelayTime() ====
 +
 +  GetStanceChangeDelayTime();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== GetJumpSpeed() ====
 +
 +  GetJumpSpeed();
 +
 +Return type: [[scripting:datatypes#float]]
 +
 +==== GetMeleeAttackInput() ====
 +
 +  GetMeleeAttackInput();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetPositionInView() ====
 +
 +  GetPositionInView(vector pos, float angMax);
 +
 +Returns whether a position is in the character's view
 +param pos World Position to check is within view
 +param angMax Maximum(exclusive) angular offset in Degrees to consider the position within view
 +
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== GetWeaponModifiers() ====
 +
 +  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
 +
 +[Obsolete("This method will be removed soon!")]
 +
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== CharacterStaminaComponent() ====
 +
 +Returns locally cached stamina component or null if none.
 +
 + GetStaminaComponent();
 +
 +Return type: [[scripting:datatypes#CharacterStaminaComponent]]
 +
 +
 +==== IsCharacterStationary() ====
 +
 +  Check if character is not moving and not any other locomotion related action is being performed
 +  IsCharacterStationary();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +
 +
 +
 +
 +===== Events =====
 +
 +
 +
 +==== OnInit() ====
 +
 +  OnInit(IEntity owner);
 +
 +Called during EOnInit.
 +param owner Entity this component is attached to.
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnDiag() ====
 +
 +  OnDiag(IEntity owner, float timeslice);
 +
 +Called during EOnDiag.
 +Param owner Entity this component is attached to.
 +param timeSlice Delta time since last update.
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnReloaded() ====
 +
 +  OnReloaded(IEntity owner, BaseWeaponComponent weapon);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnPrepareControls() ====
 +
 +  OnPrepareControls(IEntity owner, ActionManager am, float dt, bool player);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnApplyControls() ====
 +
 +  OnApplyControls(IEntity owner, float timeSlice);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnMeleeDamage() ====
 +
 +  OnMeleeDamage(bool started);
 +
 +Handling of melee events. Sends true if melee started, false, when melee ends
 +
 +==== GetCanMeleeAttack() ====
 +
 +  GetCanMeleeAttack();
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== OnPerformAction() ====
 +  OnPerformAction();
 +
 +Override to handle what happens after pressing F button, return false to use default cpp behavior
 +
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== CanGetOutVehicleScript() ====
 +
 +  CanGetOutVehicleScript();
 +
 +Override to handle whether character can get out of vehicle via GetOut input action
 +
 +Return type: [[scripting:datatypes#bool]]
 +
 +==== OnDeath() ====
 +
 +Handling of death
 +
 +  OnDeath(IEntity instigator);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnGadgetStateChanged() ====
 +  OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround);
 +
 +Will be called when gadget taken/removed from hand
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnGadgetFocusStateChanged() ====
 +  OnGadgetFocusStateChanged(IEntity gadget, bool isFocused);
 +
 +Will be called when gadget fully transitioned to or canceled focus mode
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnItemUseBegan() ====
 +  OnItemUseBegan(IEntity item);
 +
 +Will be called when item use action is started
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnItemUseComplete() ====
 +
 +  OnItemUseComplete(IEntity item);
 +
 +Will be called when item use action is complete
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnAnimationEvent() ====
 +
 +  OnAnimationEvent(AnimationEventID animEventType, AnimationEventID animUserString, int intParam, float timeFromStart, float timeToEnd);
 +
 +Return type: [[scripting:datatypes#void]]
 +
 +==== OnControlledByPlayer() ====
 +
 +  OnControlledByPlayer(IEntity owner, bool controlled);
 +
 +Called when a player has been assigned to this controller
 +
 +Return type: [[scripting:datatypes#void]]
  
scripting/components/charactercontrollercomponent.1660147310.txt.gz · Last modified: 2022/08/10 17:01 by jerryhopper

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