Animation Editor: Human Variables – Arma Reforger
Category: Arma Reforger/Modding/Official Tools
(updated available variables) |
No edit summary |
||
| Line 75: | Line 75: | ||
| | | | ||
| If true, the finger on the character's weapon hand will be pulled | | If true, the finger on the character's weapon hand will be pulled | ||
| | |Weapon | ||
|- | |- | ||
| WeaponObstruction | | WeaponObstruction | ||
| Line 103: | Line 103: | ||
| 180 | | 180 | ||
| Used for aiming | | Used for aiming | ||
| | |Weapon | ||
|- | |- | ||
| AimY | | AimY | ||
| Line 110: | Line 110: | ||
| 90 | | 90 | ||
| Used for aiming | | Used for aiming | ||
| | |Weapon | ||
|- | |- | ||
| LeanForward | | LeanForward | ||
| Line 201: | Line 201: | ||
| 1.0 | | 1.0 | ||
| -1 is steering 100% left, and 1 is turning 100% right | | -1 is steering 100% left, and 1 is turning 100% right | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleThrottle | | VehicleThrottle | ||
| Line 208: | Line 208: | ||
| 1.0 | | 1.0 | ||
| This controls how much the throttle foot is pushing down | | This controls how much the throttle foot is pushing down | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleClutch | | VehicleClutch | ||
| Line 215: | Line 215: | ||
| 1.0 | | 1.0 | ||
| This controls how much the clutch foot is pushing down | | This controls how much the clutch foot is pushing down | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleBrake | | VehicleBrake | ||
| Line 222: | Line 222: | ||
| | | | ||
| This makes the character brake, which overrides the VehicleClutch variable | | This makes the character brake, which overrides the VehicleClutch variable | ||
| | |Vehicle | ||
|- | |- | ||
| VehicleAccelerationFB | | VehicleAccelerationFB | ||
| Line 263: | Line 263: | ||
| | | | ||
| | | | ||
| | |True when weapon is being fired | ||
| | |Weapon | ||
|- | |- | ||
| SeatPositionType | | SeatPositionType | ||
| Line 291: | Line 291: | ||
| | | | ||
| | | | ||
| | |True when vehicle horn is active | ||
| | | | ||
|- | |- | ||
| Line 313: | Line 313: | ||
| | | | ||
|True when bipod is deployed on weapon | |True when bipod is deployed on weapon | ||
| | |Weapon | ||
|- | |- | ||
| LastBullet | | LastBullet | ||
| Line 320: | Line 320: | ||
| | | | ||
|Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | |Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | ||
| | |Weapon | ||
|- | |- | ||
| Empty | | Empty | ||
| Line 326: | Line 326: | ||
| | | | ||
| | | | ||
| | |True when weapon is empty | ||
| | |Weapon | ||
|- | |- | ||
| Cocked | | Cocked | ||
| Line 333: | Line 333: | ||
| | | | ||
| | | | ||
| | |True when weapon (pistol) is cocked | ||
| | |Weapon | ||
|- | |- | ||
| Focused | | Focused | ||
| Line 348: | Line 348: | ||
| 2 | | 2 | ||
|Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | |Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | ||
| | |Weapon | ||
|- | |- | ||
| WeaponType | | WeaponType | ||
| Line 474: | Line 474: | ||
|1 | |1 | ||
| | | | ||
| | |Vehicle | ||
|- | |- | ||
|CrankX | |CrankX | ||
| Line 508: | Line 508: | ||
| | | | ||
| | | | ||
| | |True when weapon is deployed | ||
| | |Weapon | ||
|- | |- | ||
|IsSimulatedIK | |IsSimulatedIK | ||
| Line 522: | Line 522: | ||
| -2 | | -2 | ||
|2 | |2 | ||
| | |State of weapon inspection | ||
| | | | ||
|- | |- | ||
| Line 529: | Line 529: | ||
|0 | |0 | ||
|1 | |1 | ||
| | |State of item inspection | ||
| | | | ||
|- | |- | ||
| Line 536: | Line 536: | ||
|0 | |0 | ||
|1 | |1 | ||
| | |Character wobble factor in vehicles. Depends on the roughness of terrain vehicle is ridding on | ||
| | |Vehicle | ||
|- | |- | ||
|GetInNoBlending | |GetInNoBlending | ||
| Line 544: | Line 544: | ||
| | | | ||
| | | | ||
| | |Helicopter | ||
|- | |- | ||
|CyclicAside | |CyclicAside | ||
| Line 550: | Line 550: | ||
| -1 | | -1 | ||
|1 | |1 | ||
| | |Rotor mast machinery (or rotor) animations based on cyclic controls | ||
| | |Helicopter | ||
|- | |- | ||
|Collective | |Collective | ||
| Line 558: | Line 558: | ||
|1 | |1 | ||
|Helicopter collective source | |Helicopter collective source | ||
| | |Helicopter | ||
|- | |- | ||
|CyclicForward | |CyclicForward | ||
| Line 564: | Line 564: | ||
| -1 | | -1 | ||
|1 | |1 | ||
| | |Rotor mast machinery (or rotor) animations based on cyclic controls | ||
| | |Helicopter | ||
|- | |- | ||
|AntiTorque | |AntiTorque | ||
| Line 571: | Line 571: | ||
| -1 | | -1 | ||
|1 | |1 | ||
| | |Helicopter anti torque variable | ||
| | |Helicopter | ||
|- | |- | ||
|GearFB | |GearFB | ||
| Line 607: | Line 607: | ||
|100 | |100 | ||
|Vehicle speed in m/s | |Vehicle speed in m/s | ||
| | |Vehicle | ||
|- | |- | ||
|ADSOffsetHorizontal | |ADSOffsetHorizontal | ||
Revision as of 13:17, 14 February 2024
| Variable Name | Type | Min | Max | Usage | Used In |
|---|---|---|---|---|---|
| MovementSpeed | float | 0 | 3 | 0 is not moving, 1 is walking, 2 is running, 3 is sprinting | |
| MovementSpeedReal | float | 0 | 10 | Animation variable which keeps the current speed of the character in meters per second | |
| MovementDirection | float | -180 | 180 | Movement direction in degrees, 0 is forward, -90 is left, etc | |
| HasLocomotionInput | bool | Has locomotion input for animators to be able to read if there is any input or if the character should stop - used for inertia | |||
| Stance | Int | 0 | 2 | 0 is standing, 1 is crouching, 2 is prone | |
| Look | bool | True = looking dir is used, false = looking dir is not used | |||
| LookX | float | -180 | 180 | Used for look at | |
| LookY | float | -90 | 90 | Used for look at | |
| WaterLevel | float | 0.0 | 1.0 | This causes the character to act as if he is walking in water (only with rifles so far) | |
| TriggerPulled | bool | If true, the finger on the character's weapon hand will be pulled | Weapon | ||
| WeaponObstruction | bool | If true, the weapon will be pointing upwards to avoid the obstacle in front of them | |||
| ADSAdjust | float | 0.0 | 1.0 | If 0.0, the character will be almost crouched down and if 1.0, the character will be standing up normally. Used to adjust for obstacles. | |
| ADS | bool | This makes the character aim down sights | |||
| AimX | float | -180 | 180 | Used for aiming | Weapon |
| AimY | float | -90 | 90 | Used for aiming | Weapon |
| LeanForward | float | 0.0 | 90 | This leans the character forward while in melee combat | |
| TurnAmount | float | -2.0 | 2.0 | Use with command CMD_Turn. -2 is turning left 180, -1 is turning left 90, 1 is turning right 90, 2 is turning right 180 | |
| Lean | float | -1.0 | 1.0 | This leans the character to the left and right | |
| Low | bool | ||||
| ArmIK | int | 0 | 7 | Used by character controller | |
| AimIKX | float | -180 | 180 | Used by character controller | |
| DamageDirection | float | -180 | 180 | This is used with CMD_Combat_DamageLight and CMD_Combat_DamageHeavy to determine the direction of the hit | |
| AimIKZ | float | -180 | 180 | Used by character controller | |
| AimTransX | float | -100 | 100 | Used by character controller | |
| AimTransY | float | -100 | 100 | Used by character controller | |
| AimTransZ | float | -100 | 100 | Used by character controller | |
| VehicleType | int | -1 | 10 | This sets the current vehicle that you're going to enter | |
| VehicleSteering | float | -1.0 | 1.0 | -1 is steering 100% left, and 1 is turning 100% right | Vehicle |
| VehicleThrottle | float | 0.0 | 1.0 | This controls how much the throttle foot is pushing down | Vehicle |
| VehicleClutch | float | 0.0 | 1.0 | This controls how much the clutch foot is pushing down | Vehicle |
| VehicleBrake | bool | This makes the character brake, which overrides the VehicleClutch variable | Vehicle | ||
| VehicleAccelerationFB | float | -1 | 1 | ||
| VehicleAccelerationLR | float | -1 | 1 | ||
| Recoil | float | 0 | 1 | ||
| LadderMovement | int | -2 | 2 | ||
| Look | bool | ||||
| Firing | bool | True when weapon is being fired | Weapon | ||
| SeatPositionType | int | 0 | 15 | See Vehicle Actions Commands | |
| DebugNewAimTurns | bool | ||||
| AimTurnX | float | -90 | 90 | ||
| Horn | bool | True when vehicle horn is active | |||
| LeftHandGadget | int | 0 | 9 | ||
| SightElevation | float | 0 | 1 | State of sight adjustment (like ironsights) on the weapon. | |
| Bipod | bool | True when bipod is deployed on weapon | Weapon | ||
| LastBullet | bool | Was the last bullet being fired? Can be used for weapons which holds bolt back after last round | Weapon | ||
| Empty | bool | True when weapon is empty | Weapon | ||
| Cocked | bool | True when weapon (pistol) is cocked | Weapon | ||
| Focused | bool | ||||
| State | int | -1 | 2 | Used for fire mode switch. -1 safe, 0 semi, 1 burst, 2 full auto | Weapon |
| WeaponType | int | 0 | 20 | ||
| BandageSelf | bool | ||||
| FreeLook | bool | ||||
| ObstacleHeight | float | 0 | 210 | ||
| ObstructionTEST | float | 0 | 2 | ||
| BodyPart | int | 1 | 8 | ||
| BankAmount | float | -1 | 1 | ||
| NewTurns | bool | ||||
| IsDriver | bool | ||||
| WeaponObstructionFloat | float | 0 | 1 | ||
| FloorAngle | float | -90 | 90 | ||
| FloorAngleLateral | |||||
| UGL | bool | ||||
| ADSTime | float | 0 | 2 | ||
| IdlesOff | bool | ||||
| TargetYOffset | float | -180 | 180 | ||
| SpineAccelerationFB | float | -1 | 1 | ||
| SpineAccelerationLR | float | -1 | 1 | Vehicle | |
| CrankX | float | 0 | 1 | ||
| CrankY | float | 0 | 1 | ||
| WeaponHeight | float | 50 | 120 | ||
| StepSize | float | 0 | 1 | ||
| WeaponDeployed | bool | True when weapon is deployed | Weapon | ||
| IsSimulatedIK | bool | ||||
| WeaponInspectionState | int | -2 | 2 | State of weapon inspection | |
| ItemInspectionState | int | 0 | 1 | State of item inspection | |
| Vehicle_Wobble | float | 0 | 1 | Character wobble factor in vehicles. Depends on the roughness of terrain vehicle is ridding on | Vehicle |
| GetInNoBlending | bool | Helicopter | |||
| CyclicAside | float | -1 | 1 | Rotor mast machinery (or rotor) animations based on cyclic controls | Helicopter |
| Collective | float | -1 | 1 | Helicopter collective source | Helicopter |
| CyclicForward | float | -1 | 1 | Rotor mast machinery (or rotor) animations based on cyclic controls | Helicopter |
| AntiTorque | float | -1 | 1 | Helicopter anti torque variable | Helicopter |
| GearFB | float | 0 | 0.09 | Used in conjunction with Depth Front/Back parameter located in BaseLoadoutClothComponent. Controls Z forward offset of held weapon | |
| GearLR | float | 0 | 0.08 | Used in conjunction with Depth Left/Right parameter located in BaseLoadoutClothComponent. Controls left X offset of elbows when cloth is equipped | |
| Facial | float | 0 | 1 | ||
| UnconsciousPose | int | 1 | 5 | ||
| VehicleSpeed | float | 0 | 100 | Vehicle speed in m/s | Vehicle |
| ADSOffsetHorizontal | float | -10 | 10 | ||
| ADSOffsetVertical | float | -10 | 10 | ||
| Stamina | float | 0 | 1 | ||
| IsControlledByPlayer | bool | True if character is controlled by player. Currently it is used to disable idle animations on player controlled characters |