51 void JsonSerializer() {}
52 void ~JsonSerializer() {}
68 proto
bool WriteToString(
void variable_out,
bool nice, out
string result);
100 proto
bool ReadFromString(
void variable_in,
string jsonString, out
string error);
109 proto native
void Reset();
117 proto native
void Send(
Object target,
int rpc_type,
bool guaranteed,
PlayerIdentity recipient = NULL);
122 void ScriptInputUserData ();
123 void ~ScriptInputUserData ();
125 proto native
void Reset ();
126 proto native
void Send ();
131 proto native
static bool CanStoreInputUserData ();
134class ScriptReadWriteContext
136 void ScriptReadWriteContext ();
137 void ~ScriptReadWriteContext ();
145 void ScriptRemoteInputUserData ();
146 void ~ScriptRemoteInputUserData ();
148 proto native
void Reset ();
153 void ScriptJunctureData ();
154 void ~ScriptJunctureData ();
156 proto native
void Reset ();
162 proto native
int GetModesCount();
164 proto native owned
string GetModeName(
int index);
166 proto native owned
string GetAmmoTypeName(
int index);
168 proto native
float GetModeRange(
int index);
170 private void MeleeCombatData();
171 private void ~MeleeCombatData();
181 private void Selection() {}
182 private void ~Selection() {}
184 proto native owned
string GetName();
185 proto native
int GetVertexCount();
186 proto native
int GetLODVertexIndex(
int sel_vertex_index);
188 vector GetVertexPosition(
LOD lod,
int index)
190 int lodIndex = GetLODVertexIndex(index);
193 Error(
"Vertex doesn't exist");
197 return lod.GetVertexPosition(lodIndex);
206 static const string NAME_GEOMETRY =
"geometry";
207 static const string NAME_VIEW =
"view";
208 static const string NAME_FIRE =
"fire";
209 static const string NAME_MEMORY =
"memory";
210 static const string NAME_ROADWAY =
"roadway";
212 private void LOD() {}
213 private void ~LOD() {}
215 proto native
int GetSelectionCount();
218 proto native
vector GetVertexPosition(
int vertex_index);
225 GetSelections(selections);
227 for (
int i = 0; i < selections.Count(); ++i)
229 string selection_name = selections.Get(i).GetName();
230 selection_name.ToLower();
232 if (selection_name ==
name)
234 return selections.Get(i);
241 proto native
int GetPropertyCount();
242 proto native owned
string GetPropertyName(
int index);
243 proto native owned
string GetPropertyValue(
int index);
269class ProxySubpart
extends Entity
278 proto native
void SetItem(
EntityAI object);
281 proto native
int GetView();
288 proto native
void SetView(
int viewIndex);
290 proto native
void SetModelOrientation(
vector vOrientation);
291 proto native
vector GetModelOrientation();
292 proto native
void SetModelPosition(
vector vPos);
293 proto native
vector GetModelPosition();
295 proto native
void SetForceFlipEnable(
bool enable);
296 proto native
void SetForceFlip(
bool value);
302 proto native
void UpdateItemInHands(
EntityAI object);
303 proto native
void SetPlayer(
DayZPlayer player);
309 proto native
void SetModelOrientation(
vector vOrientation);
310 proto native
vector GetModelOrientation();
311 proto native
void SetModelPosition(
vector vPos);
312 proto native
vector GetModelPosition();
318 proto native
void LoadFile(
string path);
324 proto native
void ClearUserMarks();
325 proto native
void AddUserMark(
vector pos,
string text,
int color ,
string texturePath);
326 proto native
vector GetMapPos();
327 proto native
void SetMapPos(
vector worldPos);
328 proto native
float GetScale();
329 proto native
void SetScale(
float scale);
330 proto native
float GetContourInterval();
331 proto native
float GetCellSize(
float pLegendWidth);
341 proto
int GetPingAct();
343 proto
int GetPingMin();
345 proto
int GetPingMax();
347 proto
int GetPingAvg();
350 proto
int GetBandwidthMin();
352 proto
int GetBandwidthMax();
354 proto
int GetBandwidthAvg();
357 proto
float GetOutputThrottle();
359 proto
float GetInputThrottle();
364 proto
string GetPlainName();
366 proto
string GetFullName();
368 proto
string GetId();
370 proto
string GetPlainId();
372 proto
int GetPlayerId();
377#ifdef FEATURE_NETWORK_RECONCILIATION
379 proto native
void Possess(Pawn pawn);
383 private void PlayerIdentityBase();
384 private void ~PlayerIdentityBase();
592 const string None =
"";
593 const string Cursor =
"set:dayz_gui image:cursor";
594 const string CloseDoors =
"set:dayz_gui image:close";
595 const string OpenDoors =
"set:dayz_gui image:open";
596 const string OpenCarDoors =
"set:dayz_gui image:open_car";
597 const string CloseCarDoors =
"set:dayz_gui image:close_car";
598 const string EngineOff =
"set:dayz_gui image:engine_off";
599 const string EngineOn =
"set:dayz_gui image:engine_on";
600 const string LadderDown =
"set:dayz_gui image:ladderdown";
601 const string LadderOff =
"set:dayz_gui image:ladderoff";
602 const string LadderUp =
"set:dayz_gui image:ladderup";
603 const string LootCorpse =
"set:dayz_gui image:gear";
604 const string CloseHood =
"set:dayz_gui image:close_hood";
605 const string OpenHood =
"set:dayz_gui image:open_hood";
606 const string GetOut =
"set:dayz_gui image:getout";
607 const string GetInCargo =
"set:dayz_gui image:get_in_cargo";
608 const string Reload =
"set:dayz_gui image:reload";
609 const string GetInDriver =
"set:dayz_gui image:get_in_driver";
610 const string GetInCommander =
"set:dayz_gui image:get_in_commander";
611 const string GetInPilot =
"set:dayz_gui image:get_in_pilot";
612 const string GetInGunner =
"set:dayz_gui image:get_in_gunner";
640 void Init(Widget hud_panel_widget) {}
641 void DisplayNotifier(
int key,
int tendency,
int status) {}
642 void DisplayBadge(
int key,
int value) {}
643 void SetStamina(
int value,
int range) {}
644 void DisplayStance(
int stance) {}
648 void SetCursorIcon(
string icon) { }
649 void SetCursorIconScale(
string type,
float percentage) { }
650 void SetCursorIconOffset(
string type,
float x,
float y) { }
651 void SetCursorIconSize(
string type,
float x,
float y) { }
652 void ShowWalkieTalkie(
bool show) { }
653 void ShowWalkieTalkie(
int fadeOutSeconds) { }
654 void SetWalkieTalkieText(
string text) { }
656 void Show(
bool show) {}
658 void SetTemperature(
string temp);
659 void SetStaminaBarVisibility(
bool show);
660 void Update(
float timeslice){}
664 void InitHeatBufferUI(Man player);
665 void ShowQuickbarUI(
bool show);
666 void ShowQuickbarPlayer(
bool show);
667 void ShowHudPlayer(
bool show);
668 void ShowHudUI(
bool show);
669 void ShowHudInventory(
bool show);
670 void ShowQuickBar(
bool show);
672 void ShowHud(
bool show);
677 void SetPermanentCrossHair(
bool show) {}
679 void SpawnHitDirEffect(
DayZPlayer player,
float hit_direction,
float intensity_max);
701 void OnMissionStart() {}
702 void OnMissionFinish() {}
709 void OnKeyPress(
int key) {}
710 void OnKeyRelease(
int key) {}
711 void OnMouseButtonPress(
int button){}
712 void OnMouseButtonRelease(
int button){}
713 void OnEvent(
EventType eventTypeId, Param params) {}
714 void OnItemUsed(InventoryItem item, Man owner) {}
715 void AddDummyPlayerToScheduler(Man player){}
718 void OnGameplayDataHandlerLoad(){}
725 ObjectSnapCallback GetInventoryDropCallback()
730 bool IsPlayerDisconnecting(Man player);
732 UIScriptedMenu CreateScriptedMenu(
int id)
737 UIScriptedWindow CreateScriptedWindow(
int id)
742 WorldData GetWorldData()
747 WorldLighting GetWorldLighting()
752 DynamicMusicPlayer GetDynamicMusicPlayer()
775 void AbortMission() {}
777 void CreateLogoutMenu(UIMenuPanel parent) {}
778 void StartLogoutMenu(
int time) {}
780 void CreateDebugMonitor() {}
781 void HideDebugMonitor() {}
787 bool IsMissionGameplay()
792 bool IsControlDisabled() {}
793 int GetControlDisabledMode() {}
795 void PlayerControlEnable(
bool bForceSupress);
796 void PlayerControlDisable(
int mode);
798 void RemoveActiveInputExcludes(array<string> excludes,
bool bForceSupress =
false);
799 void RemoveActiveInputRestriction(
int restrictor);
800 void AddActiveInputExcludes(array<string> excludes);
801 void AddActiveInputRestriction(
int restrictor);
802 void RefreshExcludes();
803 bool IsInputExcludeActive(
string exclude);
804 bool IsInputRestrictionActive(
int restriction);
805 void EnableAllInputs(
bool bForceSupress =
false);
807 void ShowInventory() {}
808 void HideInventory() {}
812 void UpdateVoiceLevelWidgets(
int level) {}
814 void HideVoiceLevelWidgets() {}
815 bool IsVoNActive() {}
816 void SetVoNActive(
bool active) {}
818 bool InsertCorpse(Man player)
823 UIScriptedMenu GetNoteMenu();
824 void SetNoteMenu(UIScriptedMenu menu);
825 void SetPlayerRespawning(
bool state);
826 void OnPlayerRespawned(Man player);
827 bool IsPlayerRespawning();
828 array<vector> GetActiveRefresherLocations();
831 void SetRespawnModeClient(
int mode);
832 int GetRespawnModeClient()
837 void SyncRespawnModeInfo(PlayerIdentity identity);
839 ImageWidget GetMicrophoneIcon()
844 WidgetFadeTimer GetMicWidgetFadeTimer();
845 GameplayEffectWidgets_base GetEffectWidgets();
850 ScriptInvoker GetOnInputDeviceChanged()
858 ScriptInvoker GetOnInputPresetChanged()
866 ScriptInvoker GetOnInputDeviceConnected()
874 ScriptInvoker GetOnInputDeviceDisconnected()
882 ScriptInvoker GetOnModMenuVisibilityChanged()
891 ScriptInvoker GetOnTimeChanged()
908 bool m_SuppressNextFrame =
true;
909 void SetInputSuppression(
bool state);
910 bool GetInputSuppression();
918 proto native
int GetCharactersCount();
919 proto native
int GetLastPlayedCharacter();
921 proto native Man CreateCharacterPerson(
int index);
923 proto
void GetLastServerAddress(
int index, out
string address);
924 proto native
int GetLastServerPort(
int index);
925 proto native
int GetLastSteamQueryPort(
int index);
926 proto
void GetLastServerName(
int index, out
string address);
928 proto
void RequestSetDefaultCharacterData();
929 proto
bool RequestGetDefaultCharacterData();
934 if (!GetMenuDefaultCharacterDataInstance())
936 Error(
"MenuData | OnSetDefaultCharacter - failed to get data class!");
940 GetMenuDefaultCharacterDataInstance().SerializeCharacterData(ctx);
941 SaveCharactersLocal();
947 if (!GetMenuDefaultCharacterDataInstance())
949 Error(
"MenuData | OnGetDefaultCharacter - failed to get data class!");
953 if (GetMenuDefaultCharacterDataInstance().DeserializeCharacterData(ctx))
961 proto native
void SetCharacterName(
int index,
string newName);
963 proto native
void SaveCharacter(
bool localPlayer,
bool verified);
967 proto native
void SaveCharactersLocal();
969 proto native
void LoadCharactersLocal();
970 proto native
void ClearCharacters();
974 return g_Game.GetMenuDefaultCharacterData();
982class MenuDefaultCharacterData
987 string m_CharacterName;
988 string m_CharacterType;
990 bool m_ForceRandomCharacter;
992 void MenuDefaultCharacterData()
999 if (!
g_Game.IsDedicatedServer())
1001 g_Game.GetMenuData().LoadCharactersLocal();
1006 void ClearAttachmentsMap()
1008 m_AttachmentsMap.Clear();
1011 void SetDefaultAttachment(
int slotID,
string type)
1013 m_AttachmentsMap.Set(slotID,type);
1016 void GenerateRandomEquip()
1018 ClearAttachmentsMap();
1021 string attachment_type;
1022 for (
int i = 0; i < DefaultCharacterCreationMethods.GetAttachmentSlotsArray().
Count(); i++)
1024 slot_ID = DefaultCharacterCreationMethods.GetAttachmentSlotsArray().Get(i);
1025 if (DefaultCharacterCreationMethods.GetConfigArrayCountFromSlotID(slot_ID) > 0)
1027 attachment_type = DefaultCharacterCreationMethods.GetConfigAttachmentTypes(slot_ID).GetRandomElement();
1029 SetDefaultAttachment(slot_ID,attachment_type);
1034 void EquipDefaultCharacter(Man player)
1038 ErrorEx(
"WARNING - trying to equip non-existent object! | MenuDefaultCharacterData::EquipDefaultCharacter");
1043 string attachment_type;
1044 string current_attachment_type;
1045 EntityAI current_attachment_object;
1048 for (
int i = 0; i < m_AttachmentsMap.Count(); ++i)
1050 attachment_type =
"";
1051 current_attachment_type =
"";
1052 slot_ID = m_AttachmentsMap.GetKey(i);
1053 attachment_type = m_AttachmentsMap.GetElement(i);
1054 current_attachment_object = playerInventory.
FindAttachment(slot_ID);
1056 if (current_attachment_object)
1058 current_attachment_type = current_attachment_object.GetType();
1060 if (current_attachment_type != attachment_type)
1062 if (current_attachment_object)
1063 g_Game.ObjectDelete(current_attachment_object);
1064 if (attachment_type !=
"")
1073 ctx.Write(m_CharacterType);
1074 ctx.Write(m_AttachmentsMap);
1075 ctx.Write(m_ForceRandomCharacter);
1076 ctx.Write(m_CharacterName);
1082 if (!ctx.Read(m_CharacterType))
1084 if (!ctx.Read(m_AttachmentsMap))
1086 if (!ctx.Read(m_ForceRandomCharacter))
1088 if (!ctx.Read(m_CharacterName))
1095 void SetCharacterName(
string name)
1097 m_CharacterName =
name;
1100 string GetCharacterName()
1102 return m_CharacterName;
1105 void SetCharacterType(
string character_type)
1107 m_CharacterType = character_type;
1110 string GetCharacterType()
1112 return m_CharacterType;
1115 void SetRandomCharacterForced(
bool state)
1117 m_ForceRandomCharacter = state;
1120 bool IsRandomCharacterForced()
1122 return m_ForceRandomCharacter;
1127 return m_AttachmentsMap;
1131 void DumpAttMapContents()
1135 Print(
"-----------");
1136 Print(
"m_AttachmentsMap contents:");
1137 for (
int j = 0; j < m_AttachmentsMap.Count(); j++)
1139 debugID = m_AttachmentsMap.GetKey(j);
1140 debugType = m_AttachmentsMap.GetElement(j);
1141 Print(
"index " + j);
1142 Print(
"debugID: " + debugID);
1143 Print(
"debugType: " + debugType);
1145 Print(
"-----------");
1149class DefaultCharacterCreationMethods
1167 static ref array<string> m_ConfigArrayNames = {
1183 const static string m_Path =
"cfgCharacterCreation";
1186 static string GetPathFromSlotID(
int slot_ID)
1189 string path =
"" + m_Path +
" " + m_ConfigArrayNames.Get(idx);
1194 static int GetConfigArrayCountFromSlotID(
int slot_ID)
1197 g_Game.ConfigGetTextArray(GetPathFromSlotID(slot_ID),types);
1198 return types.Count();
1202 static array<string> GetConfigAttachmentTypes(
int slot_ID)
1205 g_Game.ConfigGetTextArray(GetPathFromSlotID(slot_ID),types);
1210 static array<int> GetAttachmentSlotsArray()
1216 static array<string> GetConfigArrayNames()
1218 return m_ConfigArrayNames;
1329 proto native
int GetAccessType();
1335 proto native
int GetControlType();
1340 proto native
void Apply();
1345 proto native
void Test();
1350 proto native
void Revert();
1356 proto native
int IsChanged();
1362 proto native
int NeedRestart();
1368 proto native
int SetChangeImmediately();
1380 private proto
void SetScriptEvents(
Managed events);
1386 private proto
Managed GetScriptEvents();
1408 GetEvents().Event_OnRevert.Invoke(
this);
1425 proto native
float GetMin();
1426 proto native
float GetMax();
1433 proto native
int GetIndex();
1434 proto native
int GetDefaultIndex();
1435 proto native
void SetIndex(
int index);
1436 proto native
int GetItemsCount();
1437 proto
void GetItemText(
int index, out
string value);
1439 void GetAllItemsText(array<string> output)
1442 for (
int i = 0; i < GetItemsCount(); ++i)
1453 proto native
void Switch();
1454 proto
void GetItemText(out
string value);
1455 proto native
int GetIndex();
1456 proto native
int GetDefaultIndex();
1465 proto native
void Apply();
1470 proto native
void Revert();
1475 proto native
void Test();
1495 proto native
int GetOptionsCount();
1501 proto native
int NeedRestart();
1507 proto native
int IsChanged();
1512 proto native
void Initialize();
1538 static bool m_GunParticlesState =
true;
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
script counterpart to engine's class Inventory
proto native EntityAI CreateAttachmentEx(string typeName, int slotId)
Create Entity of specified type as attachment of entity.
static proto native EntityAI LocationCreateEntity(notnull InventoryLocation inv_loc, string type, int iSetupFlags, int iRotation)
creates new item directly at location
proto native EntityAI FindAttachment(int slot)
Returns attached entity in slot (you can use InventorySlots.GetSlotIdFromString(name) to get slot id)...
override void HideVehicleInfo()
override void ShowVehicleInfo()
override void OnResizeScreen()
override void UpdateBloodName()
override void HideCursor()
override void DisplayPresence()
override void ShowCursor()
override void OnPlayerLoaded()
override void UpdateQuickbarGlobalVisibility()
provides access to slot configuration
string GetCharacterName()
void SaveDefaultCharacter()
ref ScriptInvoker m_OnInputDeviceChanged
ref ScriptInvoker m_OnModMenuVisibilityChanged
ref ScriptInvoker m_OnInputDeviceDisconnected
ref ScriptInvoker m_OnInputDeviceConnected
ref ScriptInvoker m_OnInputPresetChanged
ref ScriptInvoker m_OnTimeChanged
Invokers for ParticleManager events.
The class that will be instanced (moddable).
ScriptInvoker Class provide list of callbacks usage:
Module containing compiled scripts.
Serialization general interface. Serializer API works with:
Result for an object found in CGame.IsBoxCollidingGeometryProxy.
const EventType LogoutCancelEventTypeID
params: LogoutCancelEventParams
proto native float GetMin()
const int PROGRESS_UPDATE
Param1< int > RespawnEventParams
RespawnTime.
Param1< int > MPConnectionLostEventParams
Duration.
Param2< string, string > VONStartSpeakingEventParams
player name, player id
Param1< Man > LogoutCancelEventParams
Player.
Param1< int > SQFConsoleEventParams
const EventType PartyChatStatusChangedEventTypeID
no params
Param1< int > LoginTimeEventParams
LoginTime.
const EventType ClientNewEventTypeID
params: ClientNewEventParams
const EventType MPSessionEndEventTypeID
no params
const EventType ConnectingStartEventTypeID
no params
PlayerIdentity PROGRESS_START
const int INDEX_NOT_FOUND
Param1< string > ScriptLogEventParams
const EventType LoginStatusEventTypeID
params: LoginStatusEventParams
Param5< PlayerIdentity, bool, vector, float, int > ClientPrepareEventParams
PlayerIdentity, useDB, pos, yaw, preloadTimeout (= additional time in seconds to how long server wait...
Param1< vector > PreloadEventParams
Position.
Param1< bool > NetworkInputBufferEventParams
isFull
const EventType SetFreeCameraEventTypeID
params: SetFreeCameraEventParams
proto native float GetMax()
Serializer ParamsReadContext
Param4< float, float, int, int > ServerFpsStatsUpdatedEventParams
average server fps, highest frame time, skipped physics simulation steps server/client
Param2< PlayerIdentity, Man > ClientRespawnEventParams
PlayerIdentity, Man.
const EventType WorldCleaupEventTypeID
no params
class MeleeCombatData NullStringArray[1]
Param1< string > DLCOwnerShipFailedParams
world name
Param1< int > LogoutEventParams
logoutTime
const EventType ClientReconnectEventTypeID
params: ClientReconnectEventParams
const EventType MPConnectionCloseEventTypeID
params: MPConnectionCloseEventParams
Param2< bool, bool > VONStateEventParams
listening, toggled
Param2< string, string > VONStopSpeakingEventParams
player name, player id
const EventType SelectedUserChangedEventTypeID
no params
Param2< int, string > MPConnectionCloseEventParams
EClientKicked, AdditionalInfo.
const EventType ClientRemovedEventTypeID
no params
const EventType VONStartSpeakingEventTypeID
params: VONStartSpeakingEventParams
const EventType VONStateEventTypeID
params: VONStateEventParams
const EventType RespawnEventTypeID
params: RespawnEventParams
const EventType MPSessionFailEventTypeID
no params
Param3< int, int, bool > WindowsResizeEventParams
Width, Height, Windowed.
const EventType VONUserStoppedTransmittingAudioEventTypeID
no params
const int PROGRESS_PROGRESS
Param4< PlayerIdentity, Man, int, bool > ClientDisconnectedEventParams
PlayerIdentity, Man, LogoutTime, AuthFailed.
const EventType PlayerDeathEventTypeID
params: PlayerDeathEventParams
const EventType StartupEventTypeID
no params
const EventType VONUserStartedTransmittingAudioEventTypeID
no params
const EventType DialogQueuedEventTypeID
no params
const EventType ClientRespawnEventTypeID
params: ClientRespawnEventParams
const EventType ClientConnectedEventTypeID
params: ClientConnectedEventParams
Param4< int, string, string, string > ChatMessageEventParams
channel, from, text, color config class
const EventType VONStopSpeakingEventTypeID
params: VONStopSpeakingEventParams
Param2< string, string > LoginStatusEventParams
text message for line 1, text message for line 2
const EventType MPSessionStartEventTypeID
no params
const EventType ClientNewReadyEventTypeID
params: ClientNewReadyEventParams
Param2< DayZPlayer, Object > PlayerDeathEventParams
Player, "Killer" (Beware: Not necessarily actually the killer, Client doesn't have this info).
Param2< PlayerIdentity, Man > ClientReconnectEventParams
PlayerIdentity, Man.
const EventType NetworkManagerClientEventTypeID
no params
const EventType PreloadEventTypeID
params: PreloadEventParams
Param1< int > ChatChannelEventParams
const EventType LoginTimeEventTypeID
params: LoginTimeEventParams
const EventType NetworkManagerServerEventTypeID
no params
Param1< PlayerIdentity > ConnectivityStatsUpdatedEventParams
PlayerIdentity.
Param2< string, string > ClientConnectedEventParams
Name, uid.
Param2< PlayerIdentity, Man > ClientReadyEventParams
PlayerIdentity, Man.
const EventType NetworkInputBufferEventTypeID
params: NetworkInputBufferEventParams
const EventType ServerFpsStatsUpdatedEventTypeID
params: ServerFpsStatsUpdatedEventParams
const EventType ConnectivityStatsUpdatedEventTypeID
params: ConnectivityStatsUpdatedEventParams
Param3< PlayerIdentity, vector, Serializer > ClientNewEventParams
PlayerIdentity, PlayerPos, Top, Bottom, Shoe, Skin.
Param2< PlayerIdentity, Man > ClientNewReadyEventParams
PlayerIdentity, Man.
class MenuDefaultCharacterData m_AttachmentSlots
proto native float GetDefault()
const EventType MPConnectionLostEventTypeID
params: MPConnectionLostEventParams
const EventType ClientDisconnectedEventTypeID
params: ClientDisconnectedEventParams
EntityAI SpawnEntity(string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)
InventoryTraversalType
tree traversal type, for more see http://en.wikipedia.org/wiki/Tree_traversal
const EventType LogoutEventTypeID
params: LogoutEventParams
const EventType ScriptLogEventTypeID
params: ScriptLogEventParams
const EventType MPSessionPlayerReadyEventTypeID
no params
const EventType DLCOwnerShipFailedEventTypeID
params: DLCOwnerShipFailedParams
Param3< int, float, string > ProgressEventParams
state, progress, title
const int PROGRESS_FINISH
class ListOptionsAccess extends OptionsAccess ReadValue
OptionIDsScript
Used for script-based game options. For anything C++ based, you would most likely use "Option Access ...
@ OPTION_CONNECTIVITY_INFO
@ OPTION_BLEEDINGINDICATION
@ OPTION_AMBIENT_MUSIC_MODE
const EventType ChatChannelEventTypeID
params: ChatChannelEventParams
const EventType ProgressEventTypeID
params: ProgressEventParams
Param1< FreeDebugCamera > SetFreeCameraEventParams
Camera.
const EventType ClientReadyEventTypeID
params: ClientReadyEventParams
OptionAccessType
C++ OptionAccessType.
@ AT_OPTIONS_MOUSE_YAXIS_AIM_MOD
@ AT_OPTIONS_CONTROLLER_LS_YAXIS
@ AT_OPTIONS_VON_THRESHOLD_SLIDER
@ AT_OPTIONS_OBJECT_VISIBILITY_COMBO
@ AT_OPTIONS_CONTROLLER_LS_XAXIS
@ AT_OPTIONS_VISIBILITY_COMBO
@ AT_OPTIONS_CONTROLLER_RS_DEADZONE
@ AT_OPTIONS_BRIGHT_SLIDER
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_INVERTED
@ AT_CONFIG_MOUSE_FILTERING
@ AT_OPTIONS_MOUSE_XAXIS_AIM_MOD
@ AT_OPTIONS_CONTROLLER_RS_YAXIS_AIM_MOD
@ AT_OPTIONS_TERRAIN_SHADER
@ AT_OPTIONS_GAMMA_SLIDER
@ AT_OPTIONS_DISPLAY_MODE
@ AT_OPTIONS_DRAWDISTANCE_SLIDER
@ AT_OPTIONS_EFFECTS_SLIDER
@ AT_OPTIONS_MOUSE_YAXIS_INVERTED
@ AT_OPTIONS_MUSIC_SLIDER
@ AT_OPTIONS_MOUSE_AND_KEYBOARD
@ AT_OPTIONS_CONTROLLER_LS_DEADZONE
@ AT_OPTIONS_CONTROLLER_LS_XAXIS_VEHICLE_MOD
@ AT_OPTIONS_CONTROLLER_RS_XAXIS
@ AT_OPTIONS_VISIBILITY_SLIDER
@ AT_OPTIONS_OBJECT_VISIBILITY_SLIDER
@ AT_OPTIONS_MASTER_VOLUME
@ AT_OPTIONS_CONTROLLER_RS_XAXIS_AIM_MOD
@ AT_OPTIONS_VON_INPUT_MODE
@ AT_OPTIONS_CONTROLLER_RS_YAXIS
@ AT_OPTIONS_SHADOW_VISIBILITY_SLIDER
@ AT_OPTIONS_FIELD_OF_VIEW
Serializer ParamsWriteContext
const EventType ClientPrepareEventTypeID
params: ClientPrepareEventParams
const EventType ChatMessageEventTypeID
params: ChatMessageEventParams
const EventType ConnectingAbortEventTypeID
no params
proto native void WriteValue(float value)
void Error(string err)
Messagebox with error message.
proto void Print(void var)
Prints content of variable to console/log.
array< string > TStringArray
void OnInit()
Callback for user defined initialization. Called for all suites during TestHarness....
proto string GetName()
Suite class name getter. Strictly for UI porposes!
void RefreshCrosshairVisibility()
void HideCrosshairVisibility()
ParticleEvents GetEvents()
Get the events.