TargetingSystem
Documents the TargetingSystem class and its functions.
NOT DOCUMENTED
We currently don't have information on how these functions work. They are being documented here for visibility.
Invoking TargetingSystem
To invoke the targeting system, use the following Global function:
targs = Game.TargetingSystem()
Sub-functions
AddIgnoredCollisionEntities
AddIgnoredCollisionEntities(entity : wref:GameObject);
AddIgnoredLookAtEntity
AddIgnoredLookAtEntity(instigator : wref:GameObject, ignoredEntityId : EntityID);
AimSnap
AimSnap(instigator : wref:GameObject);
BreakAimSnap
BreakAimSnap(instigator : wref:GameObject);
BreakLookAt
BreakLookAt(instigator : wref:GameObject);
GetAimAssistConfig
GetAimAssistConfig(owner : wref:GameObject) : TweakDBID;
GetBestComponentOnTargetObject
GetBestComponentOnTargetObject(shootStartPosition : Vector4, shootStartForward : Vector4, target : wref:GameObject, componentFilter : TargetComponentFilterType) : wref:TargetingComponent;
GetComponentClosestToCrosshair
GetComponentClosestToCrosshair(instigator : wref:GameObject, out angleDistance : EulerAngles, query : TargetSearchQuery) : ref:IPlacedComponent;
GetCrosshairData
GetCrosshairData(instigator : wref:GameObject, out crosshairPosition : Vector4, out crosshairForward : Vector4);
GetCurrentSpread
GetCurrentSpread(instigator : wref:GameObject) : Vector4;
GetDefaultCrosshairData
GetDefaultCrosshairData(instigator : wref:GameObject, out crosshairPosition : Vector4, out crosshairForward : Vector4);
GetDefaultCrosshairOrientationProvider
GetDefaultCrosshairOrientationProvider(instigator : wref:GameObject, optional orientationEntitySpace : Quaternion) : ref:IOrientationProvider;
GetDefaultCrosshairPositionProvider
GetDefaultCrosshairPositionProvider(instigator : wref:GameObject, optional offsetEntitySpace : Vector3) : ref:IPositionProvider;
GetLookAtComponent
GetLookAtComponent(instigator : wref:GameObject, optional withLOS : Bool, optional ignoreTranparent : Bool) : wref:IComponent;
GetLookAtObject
GetLookAtObject(instigator : wref:GameObject, optional withLOS : Bool, optional ignoreTranparent : Bool) : ref:GameObject;
GetObjectClosestToCrosshair
GetObjectClosestToCrosshair(instigator : wref:GameObject, out angleDistance : EulerAngles, query : TargetSearchQuery) : ref:GameObject;
GetPuppetBlackboardUpdater
GetPuppetBlackboardUpdater() : ref:PuppetBlackboardUpdater;
GetTargetingSet
GetTargetingSet(instigator : wref:GameObject, object : wref:GameObject) : TargetingSet;
GetTargetParts
GetTargetParts(instigator : wref:GameObject, query : TargetSearchQuery, out parts : array:TS_TargetPartInfo) : Bool;
IsAnyEnemyOrSensorVisible
IsAnyEnemyOrSensorVisible(instigator : wref:GameObject, optional distance : Float) : Bool;
IsAnyEnemyVisible
IsAnyEnemyVisible(instigator : wref:GameObject, optional distance : Float) : Bool;
IsVisibleTarget
IsVisibleTarget(instigator : wref:GameObject, target : wref:GameObject) : Bool;
LookAt
LookAt(instigator : wref:GameObject, out params : AimRequest);
OnAimStartBegin
OnAimStartBegin(instigator : wref:GameObject);
OnAimStartEnd
OnAimStartEnd(instigator : wref:GameObject);
OnAimStop
OnAimStop(instigator : wref:GameObject);
ProcessLookAtFilter
ProcessLookAtFilter(instigator : wref:GameObject, filter : ref:TargetFilter);
RegisterLookAtFilter
RegisterLookAtFilter(instigator : wref:GameObject, filter : ref:TargetFilter) : TargetFilterTicket;
RemoveIgnoredCollisionEntities
RemoveIgnoredCollisionEntities(entity : wref:GameObject);
RemoveIgnoredLookAtEntity
RemoveIgnoredLookAtEntity(instigator : wref:GameObject, ignoredEntityId : EntityID);
SetAimAssistConfig
SetAimAssistConfig(owner : wref:GameObject, presetId : TweakDBID);
SetIsMovingFast
SetIsMovingFast(instigator : wref:GameObject, isFast : Bool);
UnregisterLookAtFilter
UnregisterLookAtFilter(instigator : wref:GameObject, filterTicket : TargetFilterTicket);