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);

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