class DayZPlayerTypeSource
SurvivorBaseType › PlayerBaseType › DayZPlayerType › HumanType › ManType › EntityAIType › EntityType
All members, including inherited
Constructors 2
void DayZPlayerType()Show 16 more
, NoiseParams.LoadFromPath(), NoiseParams.LoadFromPath(), NoiseParams.LoadFromPath(), NoiseParams.LoadFromPath(), NoiseParams.LoadFromPath(), LoadSoundWeaponEvent(), LoadVegetationSounds(), new NoiseParams(), m_pNoiseLandHeavy, m_pNoiseLandLight, m_pNoiseShout, m_pNoiseStepCrouch, m_pNoiseStepProne, m_pNoiseStepStand, m_pNoiseTalk, and m_pNoiseWhispervoid ~DayZPlayerType()Members 18
ref DayZPlayerTypeStepSoundLookupTable m_pStepSoundLookupTablethis is used for getting appropriate sound effect to play step event on various surfaces && boots it's downcasted to StepSoundLookupTable
ref DayZPlayerTypeAttachmentSoundLookupTable m_pAttachmentSoundLookupTableref DayZPlayerTypeVoiceSoundLookupTable m_pVoiceSoundLookupTableref DayZPlayerTypeAnimTable m_pSoundTableref NoiseParams m_pNoiseStepStandref NoiseParams m_pNoiseStepCrouchref NoiseParams m_pNoiseStepProneref NoiseParams m_pNoiseLandLightref NoiseParams m_pNoiseLandHeavyref NoiseParams m_pNoiseWhisperref NoiseParams m_pNoiseTalkref NoiseParams m_pNoiseShoutref array<ref VegetationSound> m_pVegetationSoundsprotected ref array<ref DayZAIHitComponent> m_HitComponentsForAIMelee hit components (AI targeting)
protected string m_DefaultHitComponentprotected string m_DefaultHitPositionComponentref array<ref AnimSoundEvent> m_animSoundEventsAttackMethods 47
proto native void SetDefaultItemInHandsProfile(string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)proto native void ResetItemInHandsProfiles()reset profiles
proto native int AddItemInHandsProfile(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg)proto native int AddItemInHandsProfileIK(string pItemClass, string pAnimInstanceName, HumanItemBehaviorCfg pBehaviorCfg, string pIkPoseAnim, string pWeaponStates = "")array<string> remap = { "bolt", "Weapon_Bolt", "magazine", "Weapon_Magazine", "trigger", "Weapon_Trigger" }; AddItemBoneRemap("class", remap);
proto native void DebugPreloadAnimationInstances()debug / hack - loads all animation instances
proto native void ResetCameraCreators()resets camera creators
registers camera creator - camera type => camera type (must be descendant of DayZPlayerCamera)
registers camera on change function - static function
registers camera on change function -
sets look limits for a player
sets aim limits for a player
proto native void SetVerticalMinimumAimLimit(float value)sets vertical minimum aim limit for a player
sets aim limits for a player
proto native int GetHeadBoneIdx()----------------------------------------------------
calls DayZPlayer.OnStepEvent();
calls DayZPlayer.OnSoundEvent();
calls DayZPlayer.OnParticleEvent();
void RegisterStepSoundLookupTable(DayZPlayerTypeStepSoundLookupTable pSSLUT)DayZPlayerTypeStepSoundLookupTable GetStepSoundLookupTable()void RegisterAttachmentSoundLookupTable(DayZPlayerTypeAttachmentSoundLookupTable pASLUT)DayZPlayerTypeAttachmentSoundLookupTable GetAttachmentSoundLookupTable()void RegisterVoiceSoundLookupTable(DayZPlayerTypeVoiceSoundLookupTable pASLUT)DayZPlayerTypeVoiceSoundLookupTable GetVoiceSoundLookupTable()void RegisterSoundTable(DayZPlayerTypeAnimTable pST)DayZPlayerTypeAnimTable GetSoundTable()array<ref VegetationSound> GetVegetationSounds()NoiseParams GetNoiseParamsStand()NoiseParams GetNoiseParamsCrouch()NoiseParams GetNoiseParamsProne()NoiseParams GetNoiseParamsLandLight()NoiseParams GetNoiseParamsLandHeavy()NoiseParams GetNoiseParamsWhisper()NoiseParams GetNoiseParamsTalk()NoiseParams GetNoiseParamsShout()void LoadSoundWeaponEvent()Show 3 more
, array.Insert(), AnimSoundEvent.IsValid(), and m_animSoundEventsAttackvoid LoadVegetationSounds()AnimSoundEvent GetSoundWeaponEvent(int event_id)void RegisterHitComponentsForAI()register hit components for AI melee (used by attacking AI)
Show 3 more
, m_DefaultHitPositionComponent, m_HitComponentsForAI, and m_SuitableFinisherHitComponentsstring GetHitComponentForAI()register hit components that are selected by probability
string GetDefaultHitComponent()string GetDefaultHitPositionComponent()proto native SHumanGlobalSettings GetGlobalSettingsW()returns Human global settings for DayZPlayer
proto native SHumanCommandMoveSettings CommandMoveSettingsW()----------------------------------------------------
proto native SHumanCommandSwimSettings CommandSwimSettingsW()proto native SHumanCommandClimbSettings CommandClimbSettingsW()