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scripting:components:charactercontrollercomponent

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CharacterControllerComponent

Provides functionality for wheeled vehicles.

class: CharacterControllerComponent

Parent Class: PrimaryControllerComponent

Location: scripts/Game/generated/Components/CharacterControllerComponent.c

Common usage

wip

Functions

Events

OnInit()

OnInit(IEntity owner);

Called during EOnInit. param owner Entity this component is attached to.

Return type: 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: void

OnReloaded()

OnReloaded(IEntity owner, BaseWeaponComponent weapon);

Return type: void

OnPrepareControls()

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

Return type: void

OnApplyControls()

OnApplyControls(IEntity owner, float timeSlice);

Return type: void

OnMeleeDamage()

OnMeleeDamage(bool started);

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

GetCanMeleeAttack()

GetCanMeleeAttack();

Return type: bool

OnPerformAction()

OnPerformAction();

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

Return type: bool

CanGetOutVehicleScript()

CanGetOutVehicleScript();

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

Return type: bool

OnDeath()

Handling of death

OnDeath(IEntity instigator);

Return type: void

OnGadgetStateChanged()

OnGadgetStateChanged(IEntity gadget, bool isInHand, bool isOnGround);

Will be called when gadget taken/removed from hand

Return type: void

OnGadgetFocusStateChanged()

OnGadgetFocusStateChanged(IEntity gadget, bool isFocused);

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

Return type: void

OnItemUseBegan()

OnItemUseBegan(IEntity item);

Will be called when item use action is started

Return type: void

OnItemUseComplete()

OnItemUseComplete(IEntity item);

Will be called when item use action is complete

Return type: void

OnAnimationEvent()

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

Return type: void

OnControlledByPlayer()

OnControlledByPlayer(IEntity owner, bool controlled);

Called when a player has been assigned to this controller

Return type: void

scripting/components/charactercontrollercomponent.1660160593.txt.gz · Last modified: 2022/08/10 20:43 by jerryhopper

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