Functions 365
void actionDebugPrint(string s)creates light
add new point to decal, internally, new point is added when previous point is in some distance or the angle is more than some threshold
lmDecal- entity to add new landmark point
point- contact point
normal- normal of contact
alpha- translucency in point
Returns: true if everything was OK, false if not. In this case, the application MUST not used later the pointer to decal, it's finalized internally !
Converts <0.0, 1.0> ARGB into color
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, CTEvent.Unselect(), CTKeyframe.Select(), CTKeyframe.Unselect(), GameplayEffectWidgets.CalculateBreathEffect(), Header.SetActive(), HoverEffect.Update(), Icon.DestroyWhiteBackground(), KeybindingElement.OnMouseEnter(), KeybindingElement.OnMouseLeave(), KeybindingElementNew.OnMouseEnter(), KeybindingElementNew.OnMouseLeave(), MainMenuButtonEffect.Update(), ModsMenuDetailedEntry.Deselect(), ModsMenuDetailedEntry.Select(), ServerBrowserEntry.SetBattleye(), ServerBrowserEntry.SetPing(), ServerBrowserEntry.UpdateColors(), ServerBrowserTabPc.SetSort(), SlotsIcon.OnIconDrop(), and TutorialsMenu.DrawConnectingLines()proto native ParseHandle BeginParse(string filename)void botDebugPrint(string s)Show 26 more
, BotEatEntityInHands.OnEntry(), BotGuardAnd.GuardCondition(), BotGuardNot.GuardCondition(), BotGuardOr.GuardCondition(), BotHunt.SelectTarget(), BotHunt_Tracking.OnUpdate(), BotOpenEntityInHands.OnEntry(), BotOpenEntityInHands.OnUpdate(), BotPerformAction.OnEntry(), BotSelectZombieTarget.OnUpdate(), BotSelectZombieTarget.SelectTarget(), BotSpawnEntityInHands.OnUpdate(), BotStateBase.OnAbort(), BotStateBase.OnEntry(), BotStateBase.OnExit(), BotTestAttachAndDropCycle_Attaching.OnUpdate(), BotTestAttachAndDropCycle_Detaching.OnUpdate(), BotTestItemMoveBackAndForth_MoveFromSlotToSlot.OnUpdate(), BotTestSpamUserActions.OnEntry(), BotTestSpamUserActions_GetEntityFromSlot.OnEntry(), BotTestSpamUserActions_GetEntityFromSlot.OnTimeout(), BotTestSpamUserActions_GetEntityFromSlot.OnUpdate(), BotTestSpamUserActions_Start.OnExit(), BotTestSwapInternal.OnUpdate(), BotTestSwapInternalC2H.OnUpdate(), and BotWaitForEmptyHands.OnUpdate()void botDebugSpam(string s)Show 1 more
, BotWaitForEmptyHands.OnUpdate()Show 5 more
, vector.Distance(), array.Get(), CGame.GetObjectsAtPosition(), Object.GetPosition(), and Object.GetPosition()void bsbDebugPrint(string s)Show 34 more
, BaseBuildingBase.InitVisuals(), BaseBuildingBase.OnPartDestroyedServer(), BaseBuildingBase.OnPartDismantledServer(), BaseBuildingBase.OnSetSlotLock(), BaseBuildingBase.OnVariablesSynchronized(), BaseBuildingBase.SetPartFromSyncData(), BaseBuildingBase.UpdateAttachmentPhysics(), BaseBuildingBase.UpdatePhysics(), CombinationLock.LockServer(), CombinationLock.OnVariablesSynchronized(), CombinationLock.Synchronize(), CombinationLock.UnlockServer(), Construction.AddToConstructedParts(), Construction.BuildPartServer(), Construction.DestroyConnectedParts(), Construction.DestroyMaterialsServer(), Construction.DestroyPartServer(), Construction.DismantlePartServer(), Construction.DropNonUsableMaterialsServer(), Construction.HideConstructionPart(), Construction.InitBaseState(), Construction.InitVisuals(), Construction.RemoveFromConstructedParts(), Construction.SetLockOnAttachedMaterials(), Construction.ShowConstructionPart(), Construction.UpdateConstructionParts(), Construction.UpdatePhysics(), Construction.UpdateVisuals(), ConstructionPart.SetBuiltState(), ConstructionPart.SetRequestBuiltState(), Fence.AfterStoreLoad(), Fence.OnStoreLoad(), Fence.OnStoreSave(), and StaticConstructionMethods.SpawnConstructionMaterialPiles()void bsbDebugSpam(string s)is it possible to add new point to landmark decal?
lmDecal- entity to add new landmark point
entity- entity to add new landmark point
mat- material of decal
newpoint- new point to add
Returns: LMD_ERROR = error when adding new point (invalid decal) LMD_VALID = can add new point LMD_DIFF_ENT = new point is on different entity LMD_TOO_FAR = new point is too far from previous point
proto native Widget CancelWidgetDragging()proto native void ClearKey(KeyCode key)Clears the key state. Call this function if you want to overcome autorepeating in reporting key state. If called, the KeyState returns pressed only after the key is released and pressed again.
proto native int ClearLightFlags(HLIGHT light, LightFlags flags)proto void CloseFile(FileHandle file)Close the File
file- File handle ID of a opened file
Returns: void
usage :
FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
if (file != 0)
{
FPrintln(file, "line1");
FPrintln(file, "line2");
FPrintln(file, "line3");
CloseFile(file);
}Show 14 more
, Debug.ClearLogs(), Debug.SaveLog(), EnochData.WeatherOnBeforeChange(), JsonFileLoader.JsonLoadFile(), JsonFileLoader.JsonSaveFile(), JsonFileLoader.LoadFile(), JsonFileLoader.SaveFile(), MissionBenchmark.OnBenchmarkEnd(), PluginFileHandler.LoadFile(), PluginFileHandler.SaveFile(), PluginRecipesManager.GenerateHumanReadableRecipeList(), SakhalData.WeatherOnBeforeChange(), ScriptConsoleOutputTab.ReloadOutput(), and TutorialsMenu.GetControlMappingInfo()proto native void CloseFindFile(FindFileHandle handle)void CompileBreak()Triggers breakpoint in C++ in compile time(when app is running in debug enviroment)
proto void copyarray(void destArray, void srcArray)copy file. destName must be "$profile:" or "$saves:" location
proto native hDecal CreateDecal(IEntity entity, vector origin, vector project, float nearclip, float angle, float size, string materialName, float lifetime, int flags)Creates single visual mark, e.g. from shots //when lifetime=0, pointer to decal is returned, that can be removed by RemoveDecal then
entity- entity where the landmark should be created
origin- first point of the decal, nothing is done now
project- projection direction (length is far clipping distance)
nearclip- near clipping distance
materialName- Material used for decal
lifetime- Lifetime in seconds
flags- Not used ATM
Returns: Decal pointer or null
CGame CreateGame()proto void CreateGizmoApi()proto native Hive CreateHive()proto native JsonApi CreateJsonApi()proto native hDecal CreateLandMarkDecal(IEntity entity, vector origin, vector normal, float edgeSize, float lifeTime, string materialName, hDecal prevDecal, float alpha)Creates continous visual mark, e.g. from wheel when a car is moving on the ground
entity- entity where the landmark should be created (only terrain is supported ATM)
origin- first point of the decal, nothing is done now
normal- normal of surface
edgesize- Edge size of decal
lifetime- Lifetime in seconds
materialName- Material used for decal
prev- Previous decal, we are connecting to
alpha- translucency of point
Returns: Decal pointer or null
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, new MissionMainMenu(), Print(), and MissionMainMenu.m_NoCutsceneproto native RestApi CreateRestApi()WeaponEventBase CreateWeaponEventFromContext(ParamsReadContext ctx)Dynamic MeshObject
void DayZInfectedTypeCreate(DayZInfectedType pType)void DayZPlayerTypeCreate(DayZPlayerType pType)void DayZPlayerTypeInitMovement(DayZPlayerType pType)void DayZPlayerTypeRegisterItems(DayZPlayerType pType)Show 27 more
, DayZPlayerType.DebugPreloadAnimationInstances(), new ModItemRegisterCallbacks(), CGame.ProfilerStart(), CGame.ProfilerStop(), ModItemRegisterCallbacks.RegisterArcheryItem(), ModItemRegisterCallbacks.RegisterCustom(), ModItemRegisterCallbacks.RegisterEmptyHanded(), ModItemRegisterCallbacks.RegisterFireArms(), ModItemRegisterCallbacks.RegisterHeavy(), ModItemRegisterCallbacks.RegisterLauncher(), ModItemRegisterCallbacks.RegisterOneHanded(), ModItemRegisterCallbacks.RegisterPistol(), ModItemRegisterCallbacks.RegisterPoleArms(), ModItemRegisterCallbacks.RegisterRestrained(), ModItemRegisterCallbacks.RegisterSurrender(), ModItemRegisterCallbacks.RegisterTwoHanded(), DayZPlayerType.ResetItemInHandsProfiles(), DayZPlayerType.SetDefaultItemInHandsProfile(), DayzPlayerItemBehaviorCfg.SetEmptyHanded(), DayzPlayerItemBehaviorCfg.SetFirearms(), DayzPlayerItemBehaviorCfg.SetHeavyItems(), DayzPlayerItemBehaviorCfg.SetPistols(), DayzPlayerItemBehaviorCfg.SetPoleArms(), DayzPlayerItemBehaviorCfg.SetRestrained(), DayzPlayerItemBehaviorCfg.SetSurrender(), DayzPlayerItemBehaviorCfg.SetToolsOneHanded(), and DayzPlayerItemBehaviorCfg.SetTwoHanded()void DayZPlayerTypeRegisterSounds(DayZPlayerType pType)Show 11 more
, DayZPlayerTypeVoiceSoundLookupTableImpl.GetInstance(), CGame.IsDedicatedServer(), CGame.ProfilerStart(), CGame.ProfilerStop(), DayZPlayerType.RegisterAttachmentSoundLookupTable(), DayZPlayerType.RegisterParticleEvent(), DayZPlayerType.RegisterSoundEvent(), DayZPlayerType.RegisterSoundTable(), DayZPlayerType.RegisterStepEvent(), DayZPlayerType.RegisterStepSoundLookupTable(), and DayZPlayerType.RegisterVoiceSoundLookupTable()proto native void dBodyActive(notnull IEntity ent, ActiveState activeState)Applies constant force on a rigidbody (origin)
Applies constant force on a position
Applies impuls on a rigidbody (origin)
Applies impuls on a pos position in world coordinates
Disables collisions between two entities
proto bool dBodyCreateDynamicEx(notnull IEntity ent, vector centerOfMass, float mass, PhysicsGeomDef geoms[])Creates RigidBody from custom made geometries. The geometries are deleted when rigid body is destroyed
centerOfMass- Offset from object-pivot to center of mass
mass- Body mass
geoms- array of custom made geometries
autoptr PhysicsGeomDef geoms[] = {PhysicsGeomDef("", dGeomCreateBox(size), "material/default", 0xffffffff)};
dBodyCreateDynamicEx(this, center, 1.0, geoms);proto bool dBodyCreateGhostEx(notnull IEntity ent, PhysicsGeomDef geoms[])proto bool dBodyCreateStaticEx(notnull IEntity ent, PhysicsGeomDef geoms[])Creates RigidBody from custom made geometries. The geometries are deleted when rigid body is destroyed
geoms- array of custom made geometries
autoptr PhysicsGeomDef geoms[] = {PhysicsGeomDef("", dGeomCreateBox(size), "material/default", 0xffffffff)};
dBodyCreateStaticEx(this, geoms);proto native void dBodyDestroy(notnull IEntity ent)Destroys attached physics body
If both maxMotion and shapeCastRadius is >=0 then the continuous collision detection is enabled. If you want to disable it, use -1
maxMotion- max motion threshold when sphere-cast is performed, to find time of impact. It should be little bit less than size of the geometry to catch the situation when tunelling can happen
sphereCastRadius- The radius of the largest possible sphere, that is completelly inside the body geometry.
Gets angular velocity for a rigidbody
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, Transport.GetMomentum()Has the entity attached physics body?
Changed an angular velocity
bodyRigidbodyangvelAngularvelocity, rotation around x, y and z axis (not yaw/pitch/roll)
Sets scale factor for all impulses/velocities/forces. Default is <1,1,1>. Zero any axis if you want to do 2D physics
Sets target transformation. If timeslice == dt (simulation step delta time), it will happen in next step, otherwise in time = timeslice
proto void DebugBreak(bool condition = true, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL)Triggers breakpoint in C++ in run time(when app is running in debug enviroment)
delete file. Works only on "$profile:" and "$saves:" locations
proto void DestroyGizmoApi()proto native void DestroyHive()proto native void DestroyJsonApi()proto native void DestroyRestApi()Creates box geometry
proto native void dGeomDestroy(dGeom geom)Destroys geometry
- free means upper < lower, - locked means upper == lower - limited means upper > lower - axis: first 3 are linear, next 3 are angular
proto native void dJointDestroy(dJoint joint)proto void DPrint(string var)Prints content of variable to console/log. Should be used for critical messages so it will appear in debug log
Changes fixed time-slice. Default is 1/40, thus simulation runs on 40fps. With smaller values, there is more precise simulation
proto void DumpStack()Prints current call stack (stack trace)
\verbatim Output: -- Stack trace -- SaveFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler.c : 51 SaveConfigToFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 114 SaveParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 133 SetParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 231 PresetAdd() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile\ModuleLocalProfileUI.h : 46 OnKeyPress() Scripts/mission/missionGameplay.c : 215 OnKeyPress() Scripts/DayZGame.c : 334 ----------------- \endverbatim
Returns: void
DumpStack();
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, EntityAI.SetWeightDirty()proto void DumpStackString(out string stack)Prints current call stack (stack trace) to given output
\verbatim Output: SaveFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler.c : 51 SaveConfigToFile() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 114 SaveParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 133 SetParameterArray() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile.c : 231 PresetAdd() Scripts\Entities\Modules\ModuleBase\ModuleFileHandler\ModuleLocalProfile\ModuleLocalProfileUI.h : 46 OnKeyPress() Scripts/mission/missionGameplay.c : 215 OnKeyPress() Scripts/DayZGame.c : 334 \endverbatim
Returns: void
string tmp;
DumpStackString(tmp);
Print(tmp);
void ejectBulletAndStoreInMagazine(Weapon_Base weapon, int muzzleIndex, Magazine mag, DayZPlayer p)proto native void EndParse(ParseHandle file)Don't test hearability. Valid only together with SFX_3D!
void Error(string err)Messagebox with error message
Messagebox with error message
proto void ErrorEx(string err, ErrorExSeverity severity = ErrorExSeverity.ERROR)proto void ErrorExString(string err, out string str, ErrorExSeverity severity = ErrorExSeverity.ERROR)proto int FGets(FileHandle file, string var)Get line from file, every next call of this function returns next line
file- File handle ID of a opened file
var- Value to write
Returns: int Count of chars or -1 if is not any for read (end of file is EMPTY line)
usage :
FileHandle file_handle = OpenFile("$profile:testiik.txt", FileMode.READ);
string line_content;
while ( FGets( file_handle, line_content ) > 0 )
{
Print(line_content);
}
CloseFile(file_handle);Check existence of file
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, CfgPlayerRestrictedAreaHandler.LoadData(), Debug.ClearLogs(), EffectAreaLoader.CreateZones(), JsonFileLoader.JsonLoadFile(), JsonFileLoader.LoadFile(), JsonMissionLoaderData.GetData(), ParticleList.RegisterParticle(), PluginConfigDebugProfile.GetFileName(), PluginConfigScene.GetSceneList(), PluginConfigScene.SceneDataLoad(), PluginConfigScene.SceneDuplicate(), PluginFileHandler.SaveFile(), PluginLocalEnscriptHistory.GetFileName(), PluginLocalEnscriptHistoryServer.GetFileName(), PluginLocalProfileScene.GetSceneList(), ScriptConsole.GetData(), and UndergroundAreaLoader.GetData()finalize landmark adding, e.g. when entity lose contact with ground -> the pointer to decal should have only world and entity if it has something to render, otherwise it's destroyed here
lmDecal- entity to add new landmark point
addAlpha- if to add last point with transition to zero alpha
alphaDist- distance to add last point
proto FindFileHandle FindFile(string pattern, out string fileName, out FileAttr fileAttributes, FindFileFlags flags)Show 1 more
, WorldsMenu.LoadWorlds()proto bool FindNextFile(FindFileHandle handle, out string fileName, out FileAttr fileAttributes)Show 1 more
, WorldsMenu.LoadWorlds()proto void FPrint(FileHandle file, void var)Write to file
file- File handle ID of a opened file
var- Value to write
Returns: void
usage :
FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
if (file != 0)
{
FPrint(file, "A");
FPrint(file, "B");
FPrint(file, "C");
CloseFile(file);
}proto void FPrintln(FileHandle file, void var)Write to file and add new line
file- File handle ID of a opened file
var- Value to write
Returns: void
usage :
FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
if (file != 0)
{
FPrintln(file, "line1");
FPrintln(file, "line2");
FPrintln(file, "line3");
CloseFile(file);
}void fsmbDebugPrint(string s)Show 1 more
, OFSMBase.Start()void fsmbDebugSpam(string s)void fsmDebugPrint(string s)void fsmDebugSpam(string s)void GameLibInit()GAME_TEMPLATEproto native BackendApi GetBackendApi()proto native CEApi GetCEApi()Get the CE API
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, DayZPlayerImplement.DeathDropHandEntity(), EntityAI.MaxLifetimeRefreshCalc(), M18SmokeGrenade_Red_Contaminated.OnWorkStop(), TerritoryFlag.AfterStoreLoad(), TerritoryFlag.InitRefresherData(), TerritoryFlag.OnCEUpdate(), TerritoryFlag.SetRefresherActive(), TerritoryFlag.TerritoryFlag(), and TrapSpawnBase.IsPlayerInVicinity()Returns command line argument
name- of a command line argument
valstringvalue of the param or empty string if the param hasn't been found
Returns: True if param is present, False if hasn't been found
string param;
GetCLIParam("world", param); // return a value when program executed with param -world somethingDayZGame GetDayZGame()Dispatcher GetDispatcher()proto native Widget GetDragWidget()proto native Widget GetFocus()Show 11 more
, InGameMenuXbox.OnInputDeviceChanged(), MainMenu.OnModalResult(), MainMenuConsole.OnInputDeviceChanged(), OptionSelectorEditbox.OnFocus(), OptionSelectorSliderSetup.OnFocus(), ScriptConsoleCameraTab.OnMouseLeave(), ScriptConsoleCameraTab.Update(), ScriptConsoleWeatherTab.Update(), ServerBrowserEntry.Lighten(), ServerBrowserTab.GetNextEntry(), and ServerBrowserTab.GetPrevEntry()proto native int GetFPS()Returns actual fps (average in last 10 frames)
Game GetGame()GAME_TEMPLATEDayZGame GetGame()proto native float GetGamepadAxis(GamepadAxis axis)return value in gamepad axis <-1000; 1000>
proto native int GetGamepadButton(GamepadButton button)return if the button is pressed or not
proto GizmoApi GetGizmoApi()proto native Hive GetHive()Returns system time
- out
hour intHour- out
minute intMinute- out
second intSecond
Returns: void
int hour = 0;
int minute = 0;
int second = 0;
GetHourMinuteSecondUTC(hour, minute, second);
Print(hour);
Print(minute);
Print(second);
>> hour = 16
>> minute = 38
>> second = 7Returns UTC system time
- out
hour intHour- out
minute intMinute- out
second intSecond
Returns: void
int hour = 0;
int minute = 0;
int second = 0;
GetHourMinuteSecondUTC(hour, minute, second);
Print(hour);
Print(minute);
Print(second);
>> hour = 15
>> minute = 38
>> second = 7proto native JsonApi GetJsonApi()return last landmark point or -65535.0 in all components
lmDecal- decal to test
proto string GetMachineName()Show 20 more
, HandsContainer.ShowActionMenuCombine(), Icon.FlagAction(), InspectMenuNew.OnMouseButtonDown(), ItemManager.PrepareTooltip(), LayoutHolder.ShowActionMenu(), ModsMenuTooltip.ShowTooltip(), PlayerPreview.MouseButtonDown(), PlayerPreview.UpdateInterval(), PluginItemDiagnostic.OnDraggingStart(), PluginItemDiagnostic.OnUpdate(), RadialMenu.GetMouseDistance(), RadialMenu.GetMousePointerAngle(), ScriptConsole.DisplayHint(), ScriptConsole.Update(), ScriptConsoleGeneralTab.OnMouseButtonDown(), ScriptConsoleGeneralTab.UpdateMousePos(), ScriptConsoleSoundsTab.OnMouseButtonDown(), ScriptConsoleSoundsTab.UpdateMousePos(), ScriptConsoleToolTipEventHandler.DisplayHint(), and ScrollBarContainer.OnMouseButtonDown()proto native int GetMouseState(MouseState index)Returns state of mouse button. It's combination of number of release/pressed edges and mask MB_PRESSED_MASK that is set when button is pressed. If you want just to check if button is pressed, use this: if(GetMouseState(MouseState.LEFT) & MB_PRESSED_MASK)) Print("left button pressed");
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, WeaponDebug.OnCommandHandlerUpdate()returns number of active (simulated) Entities in the world
Returns number of frames, if the object is animation
Loads object from data, or gets it from cache. Object must be released when not used
Get water ocean height at given point
worldX- world x position
worldZ- world z position
Get water ocean height and displacement at given point, returns vector(displaceX, height, displaceZ)
worldX- world x position
worldZ- world z position
proto void GetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, out void value)proto void GetParticleParmOriginal(notnull IEntity ent, int emitor, EmitorParam parameter, out void value)static proto native PBOAPI GetPBOAPI()PluginBase GetPlugin(typename plugin_type)Show 3 more
, IsPluginManagerExists(), PrintString(), and typename.ToString()PluginManager GetPluginManager()Returns registred plugin by class type, better is to use global funtion GetPlugin(typename plugin_type)
module_tpyetypenameclass type of plugin
Returns: PluginBase
PluginRepairing plugin = GetPluginManager().GetPluginByType(PluginRepairing);Show 2 more
, PlayerBase.DiagOnPostFrame(), and ZombieBase.CommandHandlerDebug()PluginBase GetPluginSafe(typename plugin_type)proto string GetProfileName()Return value from profile variable, if variable with given name is not present, default value is returned
string GetRandomLoadingBackground()Returns random loading background texture path
proto native RestApi GetRestApi()scene light multiplier (based on measured scene light levels) - pre-exposure of light
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, CreditsMenu.Init(), HitDirectionEffectBase.CalculateArrowPosition(), InspectMenuNew.UpdateScale(), InventoryMenu.CheckWidth(), ItemManager.CalculateTooltipSlotPosition(), ItemManager.PrepareTooltip(), MainMenu.CheckWidth(), MainMenuConsole.CheckWidth(), ObjectFollower.GetOnScreenPosition(), RenderTarget.Init(), ScriptConsole.DisplayHint(), ScriptConsoleToolTipEventHandler.DisplayHint(), TabberUI.Init(), TutorialsMenu.GetTutorialLineScale(), and TutorialsMenu.IsLowResTutorialMode()static ScriptConsoleCameraValues GetScriptConsoleValues()Show 10 more
, ScriptConsoleCameraTab.ScriptConsoleCameraTab(), ScriptConsoleCameraTab.SetDOF(), ScriptConsoleCameraTab.ToggleValueEditMode(), ScriptConsoleCameraTab.UpdateBlur(), ScriptConsoleCameraTab.UpdateDOFSliders(), ScriptConsoleCameraTab.UpdateFocusDepthOffset(), ScriptConsoleCameraTab.UpdateFocusDistance(), ScriptConsoleCameraTab.UpdateFocusLength(), ScriptConsoleCameraTab.UpdateFocusLengthNear(), and ScriptConsoleCameraTab.UpdateFOV()proto native UAInputAPI GetUApi()Returns linear velocity
entIEntityentity which origin will be setmatvector[4]matrix to be set
Returns: vector linear velocity
Man player = g_Game.GetPlayer();
Print( GetVelocity(player) );
>> <0,0,0>Show 9 more
, CarScript.CheckContactCache(), CarScript.EOnPostSimulate(), CarScript.OnContact(), DayZCreatureAI.ModCommandHandlerBefore(), DayZPlayerCamera3rdPersonVehicle.OnUpdate(), EntityAI.RegisterTransportHit(), MiscGameplayFunctions.ThrowAllItemsInInventory(), Transport.GetMomentum(), and Weapon_Base.LiftWeaponCheckEx()proto native Widget GetWidgetUnderCursor()proto native float GetWorldTime()Returns system date
- out
year intYear- out
month intMonth- out
day intDay
Returns: void
int year = 0;
int month = 0;
int day = 0;
GetYearMonthDay(year, month, day);
Print(year);
Print(month);
Print(day);
>> year = 2015
>> month = 3
>> day = 24Returns UTC system date
- out
year intYear- out
month intMonth- out
day intDay
Returns: void
int year = 0;
int month = 0;
int day = 0;
GetYearMonthDayUTC(year, month, day);
Print(year);
Print(month);
Print(day);
>> year = 2015
>> month = 3
>> day = 24HandEventBase HandAnimEventFactory(WeaponEvents type, Man p = null, InventoryLocation src = null)void hndDebugPrint(string s)Show 39 more
, BotGuardHasItemInHands.GuardCondition(), ChainedDropAndKillPlayerLambda.Execute(), DayZPlayerInventory.HandleHandEvent(), DayZPlayerInventory.HandleInventory(), DayZPlayerInventory.Init(), DayZPlayerInventory.OnHandsEnteredStableState(), DayZPlayerInventory.OnHandsExitedStableState(), DayZPlayerInventory.OnHandsStateChanged(), DayZPlayerInventory.SyncHandEventToRemote(), HandSelectAnimationOfForceSwapInHandsEvent.GuardCondition(), HandSelectAnimationOfMoveFromHandsEvent.GuardCondition(), HandStartAction.OnEntry(), HandStartReplacingItemElsewhereWithNewInHands.OnEntry(), HandStartReplacingItemInHands.OnEntry(), HandStateBase.OnAbort(), HandStateBase.OnEntry(), HandStateBase.OnExit(), HumanInventory.DropEntity(), HumanInventory.ForceSwapEntities(), HumanInventory.LocalDestroyEntity(), HumanInventory.OnEntityInHandsCreated(), HumanInventory.OnEntityInHandsDestroyed(), HumanInventory.RedirectToHandEvent(), HumanInventory.ReplaceItemInElsewhereWithNewinHandsImpl(), HumanInventory.ReplaceItemInHandsWithNewImpl(), HumanInventory.SwapEntities(), HumanInventory.TakeEntityAsAttachmentEx(), HumanInventory.TakeEntityToCargoEx(), HumanInventory.TakeEntityToInventory(), HumanInventory.TakeToDst(), HumanInventory.ThrowEntity(), HumanInventoryWithFSM.Init(), ReplaceItemWithNewLambdaBase.CopyOldPropertiesToNew(), ReplaceItemWithNewLambdaBase.CreateNetworkObjectInfo(), ReplaceItemWithNewLambdaBase.CreateNewEntity(), ReplaceItemWithNewLambdaBase.DeleteOldEntity(), ReplaceItemWithNewLambdaBase.Execute(), ReplaceItemWithNewLambdaBase.OnSuccess(), and ReplaceItemWithNewLambdaBase.PrepareLocations()void hndDebugSpam(string s)void hndDebugSpamALot(string s)proto volatile void Idle()Yiels execution to other threads and then it continues. Obsolete...
initialize sky with preset, must be called to set the global planets setting
presetName- name of preset to be set (one of presets from file loaded using LoadSkyPresets)
void inventoryDebugPrint(string s)Show 16 more
, GameInventory.DropEntity(), GameInventory.DropEntityInBounds(), GameInventory.DropEntityWithTransform(), GameInventory.EEInit(), GameInventory.LocalDestroyEntity(), GameInventory.ReplaceItemWithNew(), GameInventory.TakeEntityAsAttachment(), GameInventory.TakeEntityAsAttachmentEx(), GameInventory.TakeEntityAsTargetAttachment(), GameInventory.TakeEntityAsTargetAttachmentEx(), GameInventory.TakeEntityToCargo(), GameInventory.TakeEntityToCargoEx(), GameInventory.TakeEntityToInventory(), GameInventory.TakeEntityToTargetCargo(), GameInventory.TakeEntityToTargetCargoEx(), and GameInventory.TakeEntityToTargetInventory()tests if bbox is visible according to view-frustum and PVS
flags- & 1 - test also PVS
Returns: true/false is/isn't visible
circle and cross can be swapped when license area is japan/asia
Returns if command line argument is present
name- of a command line argument
Returns: True if param is present, False if hasn't been found
if (IsCLIParam("verbose")) // Prints "something" when program executed with param -verbose
{
Print("something");
}Show 17 more
, CatchingContextBase.CheckBaitCompatibility(), CatchingContextFishingRodAction.InitCatchingItemData(), CatchingContextFishingRodAction.ModifySignalProbability(), CatchingContextFishingRodAction.RandomizeSignalDuration(), CatchingContextFishingRodAction.RandomizeSignalStartTime(), CatchingContextTrapsBase.SetupInitialTypes(), CatchingContextTrapsBase.UpdateBaseProbability(), CatchingContextTrapsBase.UpdateUsedBait(), LogManager.Init(), MissionGameplay.OnUpdate(), PlayerBase.SetLocalProjectionPosition(), PluginDiagMenu.OnInit(), TrapSpawnBase.AdjustDetectionRange(), TrapSpawnBase.EvaluateCatch(), TrapSpawnBase.IncreaseElapsedTime(), TrapSpawnBase.RunTrappingTimer(), and TrapSpawnBase.TrySpawnCatch()return if landmark was finalized
lmDecal- decal to test
proto native bool IsOcean()Is ocean availabled
bool IsPluginManagerExists()Gets key state
key- Key code
Returns: 0 when not pressed, 15. bit set when pressed, 0.-14. bit pressed count
Kills thread.
owner- Can be NULL for global threads.
name- Name of the first function on stack
Returns: int ???
???proto native int LerpSkyPreset(string presetName1, string presetName2, float dayTime, float stormy1, float stormy2, float lerpVal)lerp two sky presets and set the result using day time
presetName1- name of preset1 to be set (one of presets from file loaded using LoadSkyPresets)
presetName2- name of preset2 to be set (one of presets from file loaded using LoadSkyPresets)
dayTime- day of time <0, 1>
stormy1- stormy parameter for preset1 <0, 1>
stormy2- stormy parameter for preset2 <0, 1>
lerpVal- lerp value between two presets
proto native int LerpSkyPreset3(string presetName1, string presetName2, string presetName3, float dayTime, float stormy1, float stormy2, float stormy3, float w1, float w2, float w3)lerp three sky presets using barycentric coordinates and set the result using day time
presetName1- name of preset1 to be set (one of presets from file loaded using LoadSkyPresets)
presetName2- name of preset2 to be set (one of presets from file loaded using LoadSkyPresets)
presetName2- name of preset3 to be set (one of presets from file loaded using LoadSkyPresets)
dayTime- day of time <0, 1>
stormy1- stormy parameter for preset1 <0, 1>
stormy2- stormy parameter for preset2 <0, 1>
stormy3- stormy parameter for preset3 <0, 1>
w1- weight for preset1
w2- weight for preset2
w3- weight for preset3
limit function
load all sky presets from xml file
presetFile- name of XML file with presets
proto native void LoadWidgetStyles(string filename)void Log(string message, LogTemplateID template_id = 0)Show 2 more
, Param3.param2, and Param3.param3void LogError(string message, LogTemplateID template_id = 0)Creates error log (optional) from LogTemplate which are registred
template_idLogTemplateIDID of LogTemplate which was registred in proto/Logtemplate.h -> "class LogTemplates"messagestringError message for log
Returns: void
LogT(TEMPLATE_JINDRICH, "This is some error log message");
>> output to scriptExt.log (for GamutLogViewer)Show 2 more
, Param3.param2, and Param3.param3void LogInfo(string message, LogTemplateID template_id = 0)Creates info log (optional) from LogTemplate which are registred
template_idLogTemplateIDID of LogTemplate which was registred in proto/Logtemplate.h -> "class LogTemplates"messagestringInfo message for log
Returns: void
LogInfo("This is some info log message", TEMPLATE_JINDRICH);
>> output to scriptExt.log (for GamutLogViewer)Show 2 more
, Param3.param2, and Param3.param3void LogWarning(string message, LogTemplateID template_id = 0)Creates warning log (optional) from LogTemplate which are registred
template_idLogTemplateIDID of LogTemplate which was registred in proto/Logtemplate.h -> "class LogTemplates"messagestringWarning message for log
Returns: void
LogT(TEMPLATE_JINDRICH, "This is some warning log message");
>> output to scriptExt.log (for GamutLogViewer)Show 2 more
, Param3.param2, and Param3.param3no magazine configured in parent state, looking in inventory
Makes a directory
Show 2 more
, PluginFileHandler.SaveFile(), and PluginLocalProfileScene.GetSceneList()proto native void MakeScreenshot(string name)makes screenshot and stores it in to a DDS format file if the name begins with '$' the screenshot in stored in the fullpath according to the name parameter otherwise the screenshot is stored in "$profile:ScreenShotes/DATE TIME-NAME.dds" where DATE, TIME AND NAME are replaced by actual values
name- name of the screenshot
proto native void MemoryValidation(bool enable)Switches memory validation (huge slowdown! Use with care only for certain section of code!)
enableboolEnable
Returns: void
???proto native void MuteAllSoundControllers()Overrides all the environment controllers to be muted
proto FileHandle OpenFile(string name, FileMode mode)Opens File
name- of a file to open, (you can use filesystem prefixes ('$profile','$saves','$mission'). For accessing profile dir use '$profile', e.g. '$profile:myfilename.txt')
mode- constants FileMode.WRITE, FileMode.READ or FileMode.APPEND flag can be used
Returns: file handle ID or 0 if fails
usage :
FileHandle file = OpenFile("$profile:testiik.txt", FileMode.WRITE);
//FileHandle file = OpenFile("$profile:testiik.txt", FileMode.APPEND);
if (file != 0)
{
FPrintln(file, "line1");
FPrintln(file, "line2");
FPrintln(file, "line3");
CloseFile(file);
}Show 15 more
, ControlsXbox.GetControlMappingInfo(), Debug.ClearLogs(), Debug.SaveLog(), EnochData.WeatherOnBeforeChange(), JsonFileLoader.JsonLoadFile(), JsonFileLoader.JsonSaveFile(), JsonFileLoader.LoadFile(), JsonFileLoader.SaveFile(), MissionBenchmark.CreateCSVLog(), PluginFileHandler.LoadFile(), PluginFileHandler.SaveFile(), PluginRecipesManager.GenerateHumanReadableRecipeList(), SakhalData.WeatherOnBeforeChange(), ScriptConsoleOutputTab.ReloadOutput(), and TutorialsMenu.GetControlMappingInfo()bool OptionalLocationReadFromContext(out InventoryLocation loc, notnull ParamsReadContext ctx)Show 1 more
, InventoryLocation.ReadFromContext()Show 13 more
, HandEventBase.CreateHandEventFromContext(), HandEventDrop.ReadFromContext(), LoopedChambering.LoadCurrentFSMState(), LoopedChamberingCombineChamberInternalMagazine.LoadCurrentFSMState(), LoopedChamberingEjectLast.LoadCurrentFSMState(), RemoveNewMagazineFromInventory.LoadCurrentFSMState(), SwapOldAndNewMagazine.LoadCurrentFSMState(), WeaponChambering.LoadCurrentFSMState(), WeaponDetachingMag.LoadCurrentFSMState(), WeaponDetachingMag_Store.LoadCurrentFSMState(), WeaponDetachingMag_StoreRemoveChamberBullet.LoadCurrentFSMState(), WeaponDetachingMagOpenBolt.LoadCurrentFSMState(), and WeaponMagnumChambering.LoadCurrentFSMState()bool OptionalLocationWriteToContext(InventoryLocation loc, notnull ParamsWriteContext ctx)Show 13 more
, HandEventBase.WriteToContext(), HandEventDrop.WriteToContext(), LoopedChambering.SaveCurrentFSMState(), LoopedChamberingCombineChamberInternalMagazine.SaveCurrentFSMState(), LoopedChamberingEjectLast.SaveCurrentFSMState(), RemoveNewMagazineFromInventory.SaveCurrentFSMState(), SwapOldAndNewMagazine.SaveCurrentFSMState(), WeaponChambering.SaveCurrentFSMState(), WeaponDetachingMag.SaveCurrentFSMState(), WeaponDetachingMag_Store.SaveCurrentFSMState(), WeaponDetachingMag_StoreRemoveChamberBullet.SaveCurrentFSMState(), WeaponDetachingMagOpenBolt.SaveCurrentFSMState(), and WeaponMagnumChambering.SaveCurrentFSMState()tests visibility
fromtoflags- //TraceFlags.VISTEST - //TraceFlags.DETAIL - test agains detail brushes //TraceFlags.ENT - test against brush entities //TraceFlags.NOTRACE - doesn't test geometry (has meaning in conjuction with s TraceFlags.VISTEST)
Returns: true is visible/false not visibel
proto int ParseLine(ParseHandle tp, int num, string tokens[])Parses string into array of tokens returns number of tokens
inputstringString for parse- out
tokens array[]Parsed string in array
Returns: int Number of tokens
string token[2];
int result = ParseString("Hello World", token);
for( int i = 0; i < 2; i++ )
{
Print(token[i]);
}
>> 'Hello'
>> 'World'Parses one token from input string. Result is put into token string, and type of token is returned. Input string is left-truncated by the resulting token length.
- [in,out] input
stringString for parse\ Output is without founded token - out
token stringFounded string token
Returns: int Type of token \verbatim Token types: 0 - error, no token 1 - defined token (special characters etc. . / * ) 2 - quoted string. Quotes are removed -> TODO 3 - alphabetic string 4 - number 5 - end of line -> TODO \endverbatim
string input = "Hello*World";
string token1;
string token2;
int result1 = ParseStringEx(input, token1);
int result2 = ParseStringEx(input, token2);
Print( String( "Token1 = '" + token1 + "' Type = " + result1.ToString() ) );
Print( String( "Token2 = '" + token2 + "' Type = " + result2.ToString() ) );
Print( input );
>> 'Toke1 = 'Hello' Type = 3'
>> 'Toke1 = '*' Type = 1'void PluginManagerDelete()void PluginManagerInit()proto void Print(void var)Prints content of variable to console/log
proto void PrintFormat(string fmt, void param1 = NULL, void param2 = NULL, void param3 = NULL, void param4 = NULL, void param5 = NULL, void param6 = NULL, void param7 = NULL, void param8 = NULL, void param9 = NULL)Prints formated text to console/log
string c = "Peter";
PrintFormat("Hello %1, how are you?", c); // prints "Hello 'Peter', how are you?"void PrintString(string s)Show 21 more
, InventoryGrid.OnDrag(), InventoryGrid.OnDraggingOver(), InventoryGrid.OnDrop(), InventoryGrid.OnDropReceived(), InventoryGrid.OnMouseButtonDown(), InventoryGrid.OnMouseButtonUp(), InventoryGrid.OnMouseEnter(), PlayerBase.ShowUnconsciousScreen(), PluginDeveloper.OnSpawnErrorReport(), PluginLocalProfile.LoadConfigFile(), PluginRecipesManager.GenerateHumanReadableRecipeList(), PluginRecipesManager.PrintCache(), PluginRemotePlayerDebugClient.DebugDamage(), PluginRemotePlayerDebugClient.OnRPC(), PluginUniversalTemperatureSourceClient.PrintedDebug(), RecoilBase.ApplyMouseOffset(), RecoilBase.Update(), RemotePlayerDamageDebug.Debug(), StatDebugObject.Debug(), VirtualHud.PrintElements(), and WeaponDebug.DrawLineOfFireCameraHybrid()proto void PrintToRPT(void var)Prints content of variable to RPT file (performance warning - each write means fflush! use with care)
Show 24 more
, bsbDebugPrint(), bsbDebugSpam(), fsmbDebugPrint(), fsmbDebugSpam(), fsmDebugPrint(), fsmDebugSpam(), hndDebugPrint(), hndDebugSpam(), hndDebugSpamALot(), inventoryDebugPrint(), syncDebugPrint(), wpnDebugPrint(), wpnDebugSpam(), wpnDebugSpamALot(), wpnPrint(), AutoTestFixture.LogRPT(), CfgGameplayHandler.ValidateItems(), Debug.SaveLog(), EffectAreaLoader.CreateZones(), InfectedSoundEventBase.Play(), MissionBenchmark.FPSLog(), ObjectSpawnerHandler.SpawnObject(), ObjectSpawnerHandler.ValidatePath(), and UndergroundAreaLoader.GetData()bool pushToChamberFromAttachedMagazine(Weapon_Base weapon, int muzzleIndex)bool pushToChamberFromInnerMagazine(Weapon_Base weapon, int muzzleIndex)proto int ReadFile(FileHandle file, void param_array, int length)Reads raw data from file.
param_array- Receiving array for the data. Valid types are int[] or string
length- Length of data
Returns: number of read bytes
Release object. When there are not any other references, object is stored into cache and ready to be victed if necessary.
object- Object handle
flag- If RF_RELEASE is used, the object is evicted immediatelly, if not used by anyone else
proto native void RemoveDecal(hDecal decal)proto native void ResetAllSoundControllers()Removes all the previously set overrides of sound controllers
proto native void ResetParticlePosition(notnull IEntity ent)proto native void RestartParticle(notnull IEntity ent)proto void reversearray(void param_array)bool SelectAnimationOfForceSwapInHands(notnull Man player, notnull InventoryLocation old_src, notnull InventoryLocation new_src, notnull InventoryLocation old_dst, notnull InventoryLocation new_dst, out int animType1, out int animType2)bool SelectAnimationOfMoveFromHands(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst, out int animType)Show 3 more
, Man.IsInTransport(), LogManager.IsInventoryHFSMLogEnable(), and SlotToAnimType()bool SelectAnimationOfTakeToHands(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst, out int animType)Show 4 more
, hndDebugPrint(), Man.IsInTransport(), LogManager.IsInventoryHFSMLogEnable(), and SlotToAnimType()Changes camera position
cam- Index of camera
origin- position
angle- orientation
Changes camera matrix
default 160000 units
default 5 units
proto native void SetCameraPostProcessEffect(int cam, int priority, PostProcessEffectType type, string materialPath)set postprocess effect to camera To disable effect in some prioroty ppEffect, just set effectName or name to NULL
cam- number of camera
priority- priority of effect
type- type of effect
materialPath- material
proto native void SetCameraType(int cam, CameraType type)proto native WorldHandle SetCurrentWorld(WorldHandle world)Sets current world. It allows to work with entities outside world processing // return previous world
proto native void SetCursorWidget(Widget cursor)void SetDispatcher(Dispatcher dispatcher)proto native void SetFocus(Widget w)proto native void SetGlobalLandMarkParams(float minSegmentLength, float maxSegmentLength, float degAngle)set global parameters for landmark generation
minSegmentLength- minimum length segment, when new point is added (4 default), when is less, just the end position is on the fly updated
maxSegmentLength- maximum segment length, when length is bigger, the path is finished
degAngle- angle in degrees, when is more, the path is finished
proto native void SetGUIWidget(IEntity ent, int index, RTTextureWidget w)sets Widget typu RTTextureWidgetTypeID, to which it is possible to reference in shader as $rendertarget it is posible to use only after object selection. When selecting another object, it is necessary to set GUI widget again
Sets light cone in degrees (for LightType.SPOT).
proto native int SetLightFlags(HLIGHT light, LightFlags flags)sets lookup texture for projection lights
proto native void SetListenerCamera(int camera)sets which camera will be a listener (for sound engine)
proto native void SetModal(Widget w)proto native void SetNightLayerRotMatrix(vector mat[3])night sky layer rotation matrix
mat- rotation matrix
proto void SetParticleParm(notnull IEntity ent, int emitor, EmitorParam parameter, void value)Show 9 more
, Particle.ScaleParticleParamFromOriginal(), Particle.SetParameter(), Particle.SetParticleParam(), ParticleSource.IncrementParticleParam(), ParticleSource.IncrementParticleParamFromOriginal(), ParticleSource.ScaleParticleParam(), ParticleSource.ScaleParticleParamFromOriginal(), ParticleSource.SetParameter(), and ParticleSource.SetParticleParam()Writes bool variable to profile, after write don't forget to call CGame::SaveProfile() to save profile to storage!
proto native void SetRealStarAutoUpdate(bool update)update of stars
update- true = automatic stars update, false = update is on user by SetStarsRotMatrix
set planet position
index- index of planet, 0 = sun usually
azimuthDeg- azimuth position in degrees
zenithDeg- zenith position in degrees
set planet size in degrees
index- index of planet, 0 = sun usually
angleDeg- angle size in degrees
set sky preset to day time and stormy parameter
presetName- name of preset to be set (one of presets from file loaded using LoadSkyPresets)
stormy- stormy parameter <0, 1>
dayTime- day of time <0, 1>
proto native void SetSkyUserPlanets(bool enabled)user can set planets to its own positions on skydome using SetSkyPresetPlanet function, if disabled, the planets are positioned automatically using sky preset setting
enabled- enable/disable
proto native void SetSoundControllerOverride(string controllerName, float value, SoundControllerAction action)set observer position
latitudeDeg- latitude in degrees
longitudeDeg- longitude in degrees
proto native void SetStarsObserverTime(int year, int month, int day, int hour, int minute, float sec, int offsetSec)set UTC time for real time stars
yearmonthdayhourminutesecoffsetSec- to take into account time difference between Greenwich and local time (position dependency, summer/winter time)
proto native void SetStarsRotMatrix(vector mat[3])stars rotation matrix, is different from night rotation matrix because we don't know the time when night layers was captured
mat- rotation matrix
Show 14 more
, Class.Cast(), Magazine.GetAmmoMax(), EntityAI.GetCompEM(), EntityAI.HasEnergyManager(), Object.IsMagazine(), Magazine.ServerSetAmmoCount(), ComponentEnergyManager.SetEnergy(), ComponentEnergyManager.SetEnergy0To1(), EntityAI.SetFrozen(), Object.SetHealth(), ItemBase.SetQuantity(), ItemBase.SetQuantityNormalized(), EntityAI.SetTemperatureDirect(), and GameConstants.ITEM_TEMPERATURE_NEUTRAL_ZONE_MIDDLESets linear velocity (for Rigid bodies)
ententitywhich velocity will be setvelvelocityvector to be set
proto native void SetWidgetWorld(RenderTargetWidget w, IEntity wrldEntity, int camera)proto native void ShowCursorWidget(bool show)direct mouse cursor visibility control
int SlotToAnimType(notnull Man player, notnull InventoryLocation src, InventoryLocation dst = null)Show 19 more
, EntityAI.GetHierarchyRootPlayer(), EntityAI.GetHierarchyRootPlayer(), EntityAI.GetHierarchyRootPlayer(), EntityAI.GetInventory(), EntityAI.GetInventory(), EntityAI.GetInventoryHandAnimation(), InventoryLocation.GetItem(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), InventoryLocation.GetSlot(), InventoryLocation.GetType(), InventoryLocation.GetType(), InventoryLocation.GetType(), GameInventory.HasInventorySlot(), EntityAI.IsOneHandedBehaviour(), EntityAI.IsOneHandedBehaviour(), Object.IsWeapon(), and Object.IsWeapon()proto void Sort(void param_array[], int num)Sorts static array of integers(ascendically) / floats(ascendically) / strings(alphabetically)
param_arrayarrayArray to sortnumintHow many items will be sorted in array
Returns: void
string arrStr[3] = {"Dog", "Car", "Apple"};
Sort(arrStr, 2)
for ( int x = 0; x < 3; x++ )
{
Print( arrStr[x] );
}
>> 'Car'
>> 'Dog'
>> 'Apple'EntityAI SpawnEntity(string object_name, notnull InventoryLocation inv_loc, int iSetupFlags, int iRotation)Spawns entity in known inventory location
- in
object_name stringName of item class- in
inv_loc InventoryLocation of the spawned item
Returns: created entity in case of success, null otherwise
EntityAI SpawnItemOnLocation(string object_name, notnull InventoryLocation loc, bool full_quantity)Show 3 more
, Class.IsInherited(), ItemBase.SetQuantity(), and SpawnEntity()finds all entities in a radius
proto native void StopVideo()ENF_DONEdeveloper tool - stop video grabber
Helper for passing string expression to functions with void parameter. Example: Print(String("Hello " + var));
Show 9 more
, IngameHud.DisplayTendencyNormal(), IngameHud.DisplayTendencyTemp(), IngameHud.InitBadgesAndNotifiers(), ScriptCamera.DebugInfo(), ScriptConsoleEnfScriptTab.Add(), ScriptConsoleOutputTab.Add(), UndergroundHandlerClient.CalculateLinePointFade(), UndergroundHandlerClient.DisplayDebugInfo(), and WorldsMenu.InsertWorldToList()void syncDebugPrint(string s)Debug function. Returns current function on stack of the thread
owner- Can be NULL for global threads
name- Name of the first function on stack
backtrace- ???
linenumber- ???
Returns: string ???
???performance counter. Returns number of CPU ticks between 'prev' and 'now'
proto native bool TraceLineToEntity(IEntity ent, vector start, vector end, out TraceContact contact)proto volatile float TraceMove(TraceParam param, out IEntity cent, out float plane[4], out int surfparm, func filtercallback)traces line start->end, return 0..1 if trace was sucessfull. // It take bboux from ent // flag like in P2PVisibilityEx will be added //OUTPUT:
cent- [out] traced entity
plane- [out] traced polygon plane (X,Y,Z,D)
surfparm- [out] traced surface parameters
Returns: value 0...1, percentage of a path traveled
bool TryAcquireInventoryJunctureFromServer(notnull Man player, notnull InventoryLocation src, notnull InventoryLocation dst)Show 17 more
, InventoryLocation.DumpToString(), InventoryLocation.DumpToStringNullSafe(), Object.GetDebugName(), InventoryLocation.GetItem(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), Entity.GetSimulationTimeStamp(), Debug.InventoryReservationLog(), LogManager.IsInventoryReservationLogEnable(), EntityAI.IsSetForDeletion(), EntityAI.IsSetForDeletion(), EntityAI.IsSetForDeletion(), LogManager.IsSyncLogEnable(), Man.NeedInventoryJunctureFromServer(), syncDebugPrint(), Class.ToString(), and GameInventory.c_InventoryReservationTimeoutMSbool TryAcquireTwoInventoryJuncturesFromServer(notnull Man player, notnull InventoryLocation src1, notnull InventoryLocation src2, notnull InventoryLocation dst1, notnull InventoryLocation dst2)Show 27 more
, CGame.ClearJunctureEx(), InventoryLocation.DumpToString(), InventoryLocation.DumpToString(), InventoryLocation.DumpToString(), InventoryLocation.DumpToString(), InventoryLocation.DumpToStringNullSafe(), Object.GetDebugName(), InventoryLocation.GetItem(), InventoryLocation.GetItem(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), InventoryLocation.GetParent(), Entity.GetSimulationTimeStamp(), Debug.InventoryReservationLog(), LogManager.IsInventoryReservationLogEnable(), EntityAI.IsSetForDeletion(), EntityAI.IsSetForDeletion(), EntityAI.IsSetForDeletion(), EntityAI.IsSetForDeletion(), EntityAI.IsSetForDeletion(), EntityAI.IsSetForDeletion(), LogManager.IsSyncLogEnable(), Man.NeedInventoryJunctureFromServer(), syncDebugPrint(), Class.ToString(), and GameInventory.c_InventoryReservationTimeoutMSShow 1 more
, WeaponFireWithEject.OnEntry()Vector constructor from components
xfloatx componentyfloaty componentzfloatz component
Returns: vector resulting vector
Print( Vector(1, 2, 3) );
>> <1,2,3>proto int VisEntities(vector origin, vector look, float angle, float radius, out IEntity ents[2], int maxents, int fmask)finds all visible entities (rought, according to a visibility. It is convinient for entitie selection where we want to do more precise visibility test)
origin- - position it is looked from
look- - look direction
angle- - view angle (usuably 90). -1 if we do not care about the view angle
ents- - array to which entities will be stored
maxents- - length of the array (prevents overflowing the array)
fmask- - flag mask (SetFlags()). Entity must have all flags set. it is possible to use reserved flags like EntityFlags.USER1, EntityFlags.USER2, EntityFlags.USER6 for fast finding of entities in custom categories
WeaponEventBase WeaponAnimEventFactory(WeaponEvents type, DayZPlayer p = NULL, Magazine m = NULL)creates animation system events
Show 18 more
, new WeaponEventAnimBulletHide(), new WeaponEventAnimBulletHide2(), new WeaponEventAnimBulletInChamber(), new WeaponEventAnimBulletInMagazine(), new WeaponEventAnimBulletShow(), new WeaponEventAnimBulletShow2(), new WeaponEventAnimCanUnjamEnd(), new WeaponEventAnimCanUnjamStart(), new WeaponEventAnimCocked(), new WeaponEventAnimHammerCocked(), new WeaponEventAnimHammerUncocked(), new WeaponEventAnimMagazineAttached(), new WeaponEventAnimMagazineDetached(), new WeaponEventAnimMagazineHide(), new WeaponEventAnimMagazineShow(), new WeaponEventAnimSliderOpen(), new WeaponEventAnimUnjammed(), and new WeaponEventCylinderRotate()WeaponEventBase WeaponEventFactory(WeaponEventID id, int aetype, DayZPlayer p = NULL, Magazine m = NULL)creates weapon fsm events
Show 15 more
, new WeaponEventContinuousLoadBulletStart(), new WeaponEventDetachMagazine(), new WeaponEventDryFireTimeout(), new WeaponEventHumanCommandActionAborted(), new WeaponEventHumanCommandActionFinished(), new WeaponEventLoad1Bullet(), new WeaponEventMechanism(), new WeaponEventReloadTimeout(), new WeaponEventSetNextMuzzleMode(), new WeaponEventSwapMagazine(), new WeaponEventTrigger(), new WeaponEventTriggerToJam(), new WeaponEventUnjam(), new WeaponEventUnjammingFailedTimeout(), and new WeaponEventUnjammingTimeout()void wpnDebugPrint(string s)void wpnDebugSpam(string s)void wpnDebugSpamALot(string s)void wpnPrint(string s)