Cyber Engine Tweaks
Modding
Dictionary
Other
External docs
Other Wikis
Powered By GitBook
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:
1
targs = Game.TargetingSystem()
Copied!

Sub-functions

AddIgnoredCollisionEntities

AddIgnoredCollisionEntities
Info & Usage
1
AddIgnoredCollisionEntities(entity : wref:GameObject);
Copied!

AddIgnoredLookAtEntity

AddIgnoredLookAtEntity
Info & Usage
1
AddIgnoredLookAtEntity(instigator : wref:GameObject, ignoredEntityId : EntityID);
Copied!

AimSnap

AimSnap
Info & Usage
1
AimSnap(instigator : wref:GameObject);
Copied!

BreakAimSnap

BreakAimSnap
Info & Usage
1
BreakAimSnap(instigator : wref:GameObject);
Copied!

BreakLookAt

BreakLookAt
Info & Usage
1
BreakLookAt(instigator : wref:GameObject);
Copied!

GetAimAssistConfig

GetAimAssistConfig
Info & Usage
1
GetAimAssistConfig(owner : wref:GameObject) : TweakDBID;
Copied!

GetBestComponentOnTargetObject

GetBestComponentOnTargetObject
Info & Usage
1
GetBestComponentOnTargetObject(shootStartPosition : Vector4, shootStartForward : Vector4, target : wref:GameObject, componentFilter : TargetComponentFilterType) : wref:TargetingComponent;
Copied!

GetComponentClosestToCrosshair

GetComponentClosestToCrosshair
Info & Usage
1
GetComponentClosestToCrosshair(instigator : wref:GameObject, out angleDistance : EulerAngles, query : TargetSearchQuery) : ref:IPlacedComponent;
Copied!

GetCrosshairData

GetCrosshairData
Info & Usage
1
GetCrosshairData(instigator : wref:GameObject, out crosshairPosition : Vector4, out crosshairForward : Vector4);
Copied!

GetCurrentSpread

GetCurrentSpread
Info & Usage
1
GetCurrentSpread(instigator : wref:GameObject) : Vector4;
Copied!

GetDefaultCrosshairData

GetDefaultCrosshairData
Info & Usage
1
GetDefaultCrosshairData(instigator : wref:GameObject, out crosshairPosition : Vector4, out crosshairForward : Vector4);
Copied!

GetDefaultCrosshairOrientationProvider

GetDefaultCrosshairOrientationProvider
Info & Usage
1
GetDefaultCrosshairOrientationProvider(instigator : wref:GameObject, optional orientationEntitySpace : Quaternion) : ref:IOrientationProvider;
Copied!

GetDefaultCrosshairPositionProvider

GetDefaultCrosshairPositionProvider
Info & Usage
1
GetDefaultCrosshairPositionProvider(instigator : wref:GameObject, optional offsetEntitySpace : Vector3) : ref:IPositionProvider;
Copied!

GetLookAtComponent

GetLookAtComponent
Info & Usage
1
GetLookAtComponent(instigator : wref:GameObject, optional withLOS : Bool, optional ignoreTranparent : Bool) : wref:IComponent;
Copied!

GetLookAtObject

GetLookAtObject
Info & Usage
1
GetLookAtObject(instigator : wref:GameObject, optional withLOS : Bool, optional ignoreTranparent : Bool) : ref:GameObject;
Copied!

GetObjectClosestToCrosshair

GetObjectClosestToCrosshair
Info & Usage
1
GetObjectClosestToCrosshair(instigator : wref:GameObject, out angleDistance : EulerAngles, query : TargetSearchQuery) : ref:GameObject;
Copied!

GetPuppetBlackboardUpdater

GetPuppetBlackboardUpdater
Info & Usage
1
GetPuppetBlackboardUpdater() : ref:PuppetBlackboardUpdater;
Copied!

GetTargetingSet

GetTargetingSet
Info & Usage
1
GetTargetingSet(instigator : wref:GameObject, object : wref:GameObject) : TargetingSet;
Copied!

GetTargetParts

GetTargetParts
Info & Usage
1
GetTargetParts(instigator : wref:GameObject, query : TargetSearchQuery, out parts : array:TS_TargetPartInfo) : Bool;
Copied!

IsAnyEnemyOrSensorVisible

IsAnyEnemyOrSensorVisible
Info & Usage
1
IsAnyEnemyOrSensorVisible(instigator : wref:GameObject, optional distance : Float) : Bool;
Copied!

IsAnyEnemyVisible

IsAnyEnemyVisible
Info & Usage
1
IsAnyEnemyVisible(instigator : wref:GameObject, optional distance : Float) : Bool;
Copied!

IsVisibleTarget

IsVisibleTarget
Info & Usage
1
IsVisibleTarget(instigator : wref:GameObject, target : wref:GameObject) : Bool;
Copied!

LookAt

LookAt
Info & Usage
1
LookAt(instigator : wref:GameObject, out params : AimRequest);
Copied!

OnAimStartBegin

OnAimStartBegin
Info & Usage
1
OnAimStartBegin(instigator : wref:GameObject);
Copied!

OnAimStartEnd

OnAimStartEnd
Info & Usage
1
OnAimStartEnd(instigator : wref:GameObject);
Copied!

OnAimStop

OnAimStop
Info & Usage
1
OnAimStop(instigator : wref:GameObject);
Copied!

ProcessLookAtFilter

ProcessLookAtFilter
Info & Usage
1
ProcessLookAtFilter(instigator : wref:GameObject, filter : ref:TargetFilter);
Copied!

RegisterLookAtFilter

RegisterLookAtFilter
Info & Usage
1
RegisterLookAtFilter(instigator : wref:GameObject, filter : ref:TargetFilter) : TargetFilterTicket;
Copied!

RemoveIgnoredCollisionEntities

RemoveIgnoredCollisionEntities
Info & Usage
1
RemoveIgnoredCollisionEntities(entity : wref:GameObject);
Copied!

RemoveIgnoredLookAtEntity

RemoveIgnoredLookAtEntity
Info & Usage
1
RemoveIgnoredLookAtEntity(instigator : wref:GameObject, ignoredEntityId : EntityID);
Copied!

SetAimAssistConfig

SetAimAssistConfig
Info & Usage
1
SetAimAssistConfig(owner : wref:GameObject, presetId : TweakDBID);
Copied!

SetIsMovingFast

SetIsMovingFast
Info & Usage
1
SetIsMovingFast(instigator : wref:GameObject, isFast : Bool);
Copied!

UnregisterLookAtFilter

UnregisterLookAtFilter
Info & Usage
1
UnregisterLookAtFilter(instigator : wref:GameObject, filterTicket : TargetFilterTicket);
Copied!
Last modified 9mo ago