52 string characterName =
g_Game.GetPlayerGameName();
54 g_Game.SetPlayerGameName(characterName);
59 camera_position[0] = 1323.0;
60 camera_position[1] = 1.0;
61 camera_position[2] = 1590.37;
62 float camera_rotation_h = 100;
63 float camera_rotation_v = -3;
64 float camera_fov = 0.85;
65 float camera_focus_distance = 0.0;
66 float camera_focus_streght = 0.0;
69 float character_distance = 2.25;
72 m_SceneCamera =
CameraCreate(camera_position, camera_rotation_h, camera_rotation_v, camera_fov, camera_focus_distance, camera_focus_streght);
79 m_CharacterPos = camera_position + ( cam_dir * character_distance );
83 float overcast = 0.42;
90 m_Weather.GetOvercast().SetLimits(overcast, overcast);
91 m_Weather.GetRain().SetLimits(rain, rain);
92 m_Weather.GetSnowfall().SetLimits(snowfall, snowfall);
95 m_Weather.GetOvercast().Set(overcast, 0, 0);
97 m_Weather.GetSnowfall().Set(snowfall, 0, 0);
116 g_Game.SetHudBrightness(
g_Game.GetHUDBrightnessSetting());
163 PPERequester_MenuEffects requester;
164 Class.
CastTo(requester,PPERequesterBank.GetRequester(PPERequester_MenuEffects));
166 requester.SetVignetteIntensity(0.3);
167 PPERequesterBank.GetRequester(PPERequester_IntroChromAbb).Start();
207 vector pos_right = pos + (dir * 1.5);
208 vector pos_left = pos + (-dir * 1.5);
261 protected Camera CameraCreate(
vector cam_pos,
float cam_rot_h,
float cam_rot_v,
float cam_fov,
float cam_focus_dist,
float cam_focus_strg)
264 cam.SetOrientation(
Vector( cam_rot_h, cam_rot_v, 0) );
265 cam.SetFOV( cam_fov );
266 cam.SetFocus(cam_focus_dist, cam_focus_strg);
308 string character_name;
360 g_Game.GetMenuDefaultCharacterData().SetCharacterName(
name);
368 float pos_x = pos[0];
369 float pos_z = pos[2];
370 float pos_y =
g_Game.SurfaceY(pos_x, pos_z);
372 tmp_pos[1] = tmp_pos[1] + pos[1];
PlayerSpawnPresetDiscreteItemSetSlotData name
one set for cargo
proto native owned string GetName()
proto native BiosUser GetSelectedUser()
Returns the currently selected user.
Super root of all classes in Enforce script.
vector SnapToGround(vector pos)
ref TStringArray m_CharShirtList
ref Timer m_TimerParticle
Camera CameraCreate(vector cam_pos, float cam_rot_h, float cam_rot_v, float cam_fov, float cam_focus_dist, float cam_focus_strg)
ref TStringArray m_CharPersonalityFemaleList
ref TStringArray m_CharShoesList
ref MenuEvaporation m_FXParticleStreamLeft
void CreateRandomCharacter()
ref TStringArray m_CharPantsList
ref TStringArray m_genderList
void ~DayZIntroSceneXbox()
ref MenuEvaporation m_FXParticleStreamRight
void CheckXboxClientUpdateLoopStart()
ref IntroSceneCharacter m_Character
bool CheckXboxClientUpdate()
void SetInitPostprocesses()
void UpdateCharacterPos()
void UpdateSelectedUserName()
void SaveCharName(string name)
ref TStringArray m_CharPersonalityMaleList
ref Timer m_TimerClientUpdate
void DayZIntroSceneXbox()
int m_LastPlayedCharacterID
IntroSceneCharacter GetIntroCharacter()
void CheckXboxClientUpdateLoopStop()
ref TStringArray m_AllCharacters
void SetCharacterFemale(bool fem)
ref MenuCarEngineSmoke m_FXParticleCarSmoke
void IntroSceneCharacter()
static bool CheckUpdate()
static PPEManager GetPPEManager()
Returns the manager instance singleton.
Static component of PPE manager, used to hold the instance.
Deprecated; 'PPEManager' used instead.
static int PlayInWorld(notnull Effect eff, vector pos)
Play an Effect.
static void DestroyEffect(Effect effect)
Unregisters, stops and frees the Effect.
Manager class for managing Effect (EffectParticle, EffectSound)
const string DEFAULT_CHARACTER_NAME
static proto bool CastTo(out Class to, Class from)
Try to safely down-cast base class to child class.
class array< Class T > TStringArray
proto native vector Vector(float x, float y, float z)
Vector constructor from components.
static proto int RandomInt(int min, int max)
Returns a random int number between and min [inclusive] and max [exclusive].