General Game Mode Setup – Arma Reforger

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The '''SCR_BaseGameMode''' entity is the lowest usable game mode implementation that allows you to set up a custom game mode.
The '''SCR_BaseGameMode''' entity is the lowest usable game mode implementation that allows you to set up a custom game mode.


The core idea behind '''SCR_BaseGameMode''' is the expansion via specialized components of '''SCR_BaseGameModeComponent ''' type.
The core idea behind {{Link/Enfusion|armaR|SCR_BaseGameMode}} is the expansion via specialised components of {{Link/Enfusion|armaR|SCR_BaseGameModeComponent}} type.


These provide the user with API that allows hooking onto certain game events as necessary. Many provided components can work standalone and can be mixed and matched.
These provide the user with API that allows hooking onto certain game events as necessary. Many provided components can work standalone and can be mixed and matched.
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|-
|-
| '''Plain'''
| '''Plain'''
| enfusion://ResourceManager/~ArmaReforger:worlds/MP/MpTest.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/MP/MpTest.ent}}
|
|
* Simplest scenario
* Simplest scenario
* Automatic respawn
* Automatic respawn
* Free for all
* Free for all
<!--
|-
|-
| '''Deathmatch'''
| '''Deathmatch'''
| enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/Deathmatch/TestGameMode_Deathmatch_Auto.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/Deathmatch/TestGameMode_Deathmatch_Auto.ent}}
|
|
* Scoring
* Scoring
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|-
|-
| '''Deathmatch'''
| '''Deathmatch'''
| enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/Deathmatch/TestGameMode_Deathmatch_Selection.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/Deathmatch/TestGameMode_Deathmatch_Selection.ent}}
|
|
* Scoring
* Scoring
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|-
|-
| '''Team Deathmatch'''
| '''Team Deathmatch'''
| enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/TeamDeathmatch/TestGameMode_TeamDeathmatch_Auto.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/TeamDeathmatch/TestGameMode_TeamDeathmatch_Auto.ent}}
|
|
* Scoring
* Scoring
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|-
|-
| '''Team Deathmatch'''
| '''Team Deathmatch'''
| enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/TeamDeathmatch/TestGameMode_TeamDeathmatch_Selection.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/TeamDeathmatch/TestGameMode_TeamDeathmatch_Selection.ent}}
|
|
* Scoring
* Scoring
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|-
|-
| '''Capture Point'''
| '''Capture Point'''
| enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/CapturePoint/TestGameMode_CapturePoint.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/CapturePoint/TestGameMode_CapturePoint.ent}}
|
|
* CP Scoring
* CP Scoring
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|-
|-
| '''Capture & Hold'''
| '''Capture & Hold'''
| enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/CaptureAndHold/TestGameMode_CaptureAndHold.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/CaptureAndHold/TestGameMode_CaptureAndHold.ent}}
|
|
* C&H Scoring
* C&H Scoring
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|-
|-
| '''Game Master'''
| '''Game Master'''
| enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/GameMaster/TestGameMode_GameMaster.ent
| {{Link|enfusion://ResourceManager/~ArmaReforger:worlds/FeatureTests/GameModes/GameMaster/TestGameMode_GameMaster.ent}}
|
|
* Game master logic
* Game master logic
-->
|}
|}


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|-
|-
| '''SCR_BaseGameMode'''
| '''SCR_BaseGameMode'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/Plain/GameMode_Plain.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/Plain/GameMode_Plain.et}}
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/GameMode_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/GameMode_Base.et}}
| Specializes game mode by using components and their combinations. Must always have a SCR_RespawnSystemComponet and specialized SCR_RespawnHandlerComponent to allow proper spawning. See {{Link|#Requirements}}.
| Specialises game mode by using components and their combinations. Must always have a SCR_RespawnSystemComponet and specialised SCR_RespawnHandlerComponent to allow proper spawning. See {{Link|#Requirements}}.
|-
|-
| '''SCR_FactionManager'''
| '''SCR_FactionManager'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_FFA.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_FFA.et}}
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_Base.et}}
| Provides list of available factions and their properties. For free for all modes, use the FFA faction.
| Provides list of available factions and their properties. For free for all modes, use the FFA faction.
|-
|-
| '''SCR_LoadoutManager'''
| '''SCR_LoadoutManager'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_FFA.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_FFA.et}}
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_Base.et}}
| Provides list of available loadouts and their properties. For free for all modes, use the FFA faction.
| Provides list of available loadouts and their properties. For free for all modes, use the FFA faction.
|-
|-
| '''SCR_SpawnPoint'''
| '''SCR_SpawnPoint'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_FFA.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_FFA.et}}
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_Base.et}}
| Provides information to the respawn system, marking a location available for spawning at. Set per faction. For free for all modes, use the FFA faction.
| Provides information to the respawn system, marking a location available for spawning at. Set per faction. For free for all modes, use the FFA faction.
|}
|}
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|-
|-
| '''SCR_BaseGameMode'''
| '''SCR_BaseGameMode'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/Plain/GameMode_Plain.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/Plain/GameMode_Plain.et}}
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/GameMode_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Modes/GameMode_Base.et}}
| Specializes game mode by using components and their combinations. Must always have a SCR_RespawnSystemComponet and specialized SCR_RespawnHandlerComponent to allow proper spawning. See {{Link|#Requirements}}.
| Specialises game mode by using components and their combinations. Must always have a SCR_RespawnSystemComponet and specialised SCR_RespawnHandlerComponent to allow proper spawning. See {{Link|#Requirements}}.
|-
|-
| '''SCR_FactionManager'''
| '''SCR_FactionManager'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_USxUSSR.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_USxUSSR.et}}
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Factions/FactionManager_Base.et}}
| Provides list of available factions and their properties.
| Provides list of available factions and their properties.
|-
|-
| '''SCR_LoadoutManager'''
| '''SCR_LoadoutManager'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_USxUSSR.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_USxUSSR.et}}
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Managers/Loadouts/LoadoutManager_Base.et}}
| Provides list of available loadouts and their properties.
| Provides list of available loadouts and their properties.
|-
|-
| '''SCR_SpawnPoint'''
| '''SCR_SpawnPoint'''
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_USSR.et (USSR)
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_USSR.et}} (USSR)
enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_US.et (US)
{{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_US.et}} (US)
| enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_Base.et
| {{Link|enfusion://ResourceManager/~ArmaReforger:Prefabs/MP/Spawning/SpawnPoint_Base.et}}
| Provides information to the respawn system, marking a location available for spawning at. Set per faction.
| Provides information to the respawn system, marking a location available for spawning at. Set per faction.
|}
|}
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== Requirements ==
== Requirements ==


There are several components which are crucial to the functionality of any game mode:
{{Feature|informative|See {{Link|Arma Reforger:Respawn Setup}} in order to setup a game mode's respawn properly.}}
 
The first and most important is the '''SCR_RespawnSystemComponent''' which handles spawning and assigning of requested player entities and via the usage of '''SCR_RespawnComponent''' allows handling requests and responses between the authority and the remote client.
 
It also allows and handles synchronization of player loadout, faction and spawn point selection. Due to that, there always must be an instance of the '''SCR_FactionManager''' and '''SCR_LoadoutManager''' entities present in the world.
 
Additionally required is a component of '''SCR_RespawnHandlerComponent''' type - a base for implementing custom ways of handling respawning itself.
See '''SCR_AutomaticRespawnHandlerComponent''' and '''SCR_RespawnMenuHandlerComponent''' for examples.
The former handles respawning purely on the authority side (automatically), where the latter allows communication and request/approval selection between the remote client and the authority.




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Ties game mode together, manages attached '''SCR_BaseGameModeComponent'''(s), calls necessary methods.
Ties game mode together, manages attached '''SCR_BaseGameModeComponent'''(s), calls necessary methods.
<syntaxhighlight lang="c#">
<enforce>
BaseGameMode baseGameMode = GetGame().GetGameMode();
BaseGameMode baseGameMode = GetGame().GetGameMode();
SCR_GameModeBase gameMode = SCR_GameModeBase.Cast( baseGameMode );
SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(baseGameMode);
</syntaxhighlight>
</enforce>
'''SCR_FactionManager''': single instance in the world - mandatory.
'''SCR_FactionManager''': single instance in the world - mandatory.


Provides available factions and API for retrieving and finding these by keys or indices.
Provides available factions and API for retrieving and finding these by keys or indices.
<syntaxhighlight lang="c#">
<enforce>
FactionManager baseFactionManager = GetGame().GetFactionManager();
FactionManager baseFactionManager = GetGame().GetFactionManager();
SCR_FactionManager factionManager = SCR_FactionManager.Cast( baseFactionManager );
SCR_FactionManager factionManager = SCR_FactionManager.Cast(baseFactionManager);
</syntaxhighlight>
</enforce>
'''SCR_LoadoutManager''' : single instance in the world - mandatory.
'''SCR_LoadoutManager''': single instance in the world - mandatory.


Provides available loadouts and API for retrieving and finding these by indices.
Provides available loadouts and API for retrieving and finding these by indices.
<syntaxhighlight lang="c#">
<enforce>
SCR_LoadoutManager loadoutManager = GetGame().GetLoadoutManager();
SCR_LoadoutManager loadoutManager = GetGame().GetLoadoutManager();
</syntaxhighlight>
</enforce>
'''SCR_RespawnSystemComponent:''' single instance in the world, attached to game mode. Mandatory.
'''SCR_RespawnSystemComponent:''' single instance in the world, attached to game mode. Mandatory.


Provides means of setting and request/response player faction, loadout and spawn points.
Provides means of setting and request/response player faction, loadout and spawn points.
<syntaxhighlight lang="c#">
<enforce>
SCR_GameModeBase gameMode; /* = yourInstance; */
SCR_GameModeBase gameMode; /* = yourInstance; */
SCR_RespawnSystemComponent respawnSystemComponent = gameMode.GetRespawnSystemComponent();
SCR_RespawnSystemComponent respawnSystemComponent = gameMode.GetRespawnSystemComponent();
</syntaxhighlight>
</enforce>
'''SCR_RespawnComponent:''' Not to confuse with '''SCR_RespawnSystemComponent'''!
'''SCR_RespawnComponent:''' Not to confuse with '''SCR_RespawnSystemComponent'''!


This component is and should always be attached to a player controller. That means that remote client will always be able to retrieve their '''local''' SCR_RespawnComponent only!
This component is and should always be attached to a player controller. That means that remote client will always be able to retrieve their '''local''' SCR_RespawnComponent only!
The authority will be able to retrieve and iterate over all SCR_RespawnComponent.
The authority will be able to retrieve and iterate over all SCR_RespawnComponent.
<syntaxhighlight lang="c#">
<enforce>
int myId; /* = my_local_id */
int myId; /* = my_local_id */
RespawnComponent baseRespawnComponent = GetGame().GetPlayerManager().GetPlayerRespawnComponent( myId );
RespawnComponent baseRespawnComponent = GetGame().GetPlayerManager().GetPlayerRespawnComponent(myId);
SCR_RespawnComponent respawnComponent = SCR_RespawnComponent.Cast( baseRespawnComponent );
SCR_RespawnComponent respawnComponent = SCR_RespawnComponent.Cast(baseRespawnComponent);
// Client: if myId is local playerId, respawn component is returned. Null otherwise. (Owned PlayerController component only)
// Client: if myId is local playerId, respawn component is returned. Null otherwise. (Owned PlayerController component only)
// Authority: if myId is valid playerId, respawn component is returned. Null otherwise. (Any PlayerController component)
// Authority: if myId is valid playerId, respawn component is returned. Null otherwise. (Any PlayerController component)
</syntaxhighlight>
</enforce>




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* '''POSTGAME''' (e.g. show scoreboard, next scenario voting)
* '''POSTGAME''' (e.g. show scoreboard, next scenario voting)


For particular implementation and details, see '''SCR_EGameModeState, SCR_GameModeEndData''' and '''SCR_BaseGameMode.OnGameStateChanged().'''
For particular implementation and details, see {{Link/Enfusion|armaR|SCR_EGameModeState}}, {{Link/Enfusion|armaR|SCR_GameModeEndData}} and <enforce inline>SCR_BaseGameMode.OnGameStateChanged()</enforce>.


=== Gamemode End ===
=== Gamemode End ===
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The game mode transitions into POSTGAME state once the authority deems so by calling the '''EndGameMode()''' method.
The game mode transitions into POSTGAME state once the authority deems so by calling the '''EndGameMode()''' method.


This method accepts an instance of '''SCR_GameModeEndData''', which is a small serializable structure that is replicated to all clients and contains somewhat arbitrary data.
This method accepts an instance of {{Link/Enfusion|armaR|SCR_GameModeEndData}}, which is a small serialisable structure that is replicated to all clients and contains somewhat arbitrary data.
This can be used to synchronize the end state (''winner player, winner faction, ...'') to show e.g. the end-game screen.
This can be used to synchronise the end state (''winner player, winner faction, ...'') to show e.g. the end-game screen.





Revision as of 11:09, 30 April 2024

The SCR_BaseGameMode entity is the lowest usable game mode implementation that allows you to set up a custom game mode.

The core idea behind SCR_BaseGameMode is the expansion via specialised components of SCR_BaseGameModeComponent type.

These provide the user with API that allows hooking onto certain game events as necessary. Many provided components can work standalone and can be mixed and matched.


Example Scenarios

To easily get familiar with how game modes can be set up now, please see the following scenarios:

Mode Link Description
Plain MpTest.ent
  • Simplest scenario
  • Automatic respawn
  • Free for all

Basic Setup

To setup the most basic scenario the user must add the following. For the simplest set-up add all items from the "Pre-made" column.

Free for All

Type Pre-made Prefab Base Prefab Description
SCR_BaseGameMode GameMode_Plain.et GameMode_Base.et Specialises game mode by using components and their combinations. Must always have a SCR_RespawnSystemComponet and specialised SCR_RespawnHandlerComponent to allow proper spawning. See Requirements.
SCR_FactionManager FactionManager_FFA.et FactionManager_Base.et Provides list of available factions and their properties. For free for all modes, use the FFA faction.
SCR_LoadoutManager LoadoutManager_FFA.et LoadoutManager_Base.et Provides list of available loadouts and their properties. For free for all modes, use the FFA faction.
SCR_SpawnPoint SpawnPoint_FFA.et SpawnPoint_Base.et Provides information to the respawn system, marking a location available for spawning at. Set per faction. For free for all modes, use the FFA faction.

Faction Based

Type Pre-made Prefab Base Prefab Description
SCR_BaseGameMode GameMode_Plain.et GameMode_Base.et Specialises game mode by using components and their combinations. Must always have a SCR_RespawnSystemComponet and specialised SCR_RespawnHandlerComponent to allow proper spawning. See Requirements.
SCR_FactionManager FactionManager_USxUSSR.et FactionManager_Base.et Provides list of available factions and their properties.
SCR_LoadoutManager LoadoutManager_USxUSSR.et LoadoutManager_Base.et Provides list of available loadouts and their properties.
SCR_SpawnPoint SpawnPoint_USSR.et (USSR)

SpawnPoint_US.et (US)

SpawnPoint_Base.et Provides information to the respawn system, marking a location available for spawning at. Set per faction.


Requirements

See Respawn Setup in order to setup a game mode's respawn properly.


Instances

SCR_BaseGameMode: single instance in the world - mandatory.

Ties game mode together, manages attached SCR_BaseGameModeComponent(s), calls necessary methods.

BaseGameMode baseGameMode = GetGame().GetGameMode(); SCR_BaseGameMode gameMode = SCR_BaseGameMode.Cast(baseGameMode);

SCR_FactionManager: single instance in the world - mandatory.

Provides available factions and API for retrieving and finding these by keys or indices.

FactionManager baseFactionManager = GetGame().GetFactionManager(); SCR_FactionManager factionManager = SCR_FactionManager.Cast(baseFactionManager);

SCR_LoadoutManager: single instance in the world - mandatory.

Provides available loadouts and API for retrieving and finding these by indices.

SCR_LoadoutManager loadoutManager = GetGame().GetLoadoutManager();

SCR_RespawnSystemComponent: single instance in the world, attached to game mode. Mandatory.

Provides means of setting and request/response player faction, loadout and spawn points.

SCR_GameModeBase gameMode; /* = yourInstance; */ SCR_RespawnSystemComponent respawnSystemComponent = gameMode.GetRespawnSystemComponent();

SCR_RespawnComponent: Not to confuse with SCR_RespawnSystemComponent!

This component is and should always be attached to a player controller. That means that remote client will always be able to retrieve their local SCR_RespawnComponent only! The authority will be able to retrieve and iterate over all SCR_RespawnComponent.

int myId; /* = my_local_id */ RespawnComponent baseRespawnComponent = GetGame().GetPlayerManager().GetPlayerRespawnComponent(myId); SCR_RespawnComponent respawnComponent = SCR_RespawnComponent.Cast(baseRespawnComponent); // Client: if myId is local playerId, respawn component is returned. Null otherwise. (Owned PlayerController component only) // Authority: if myId is valid playerId, respawn component is returned. Null otherwise. (Any PlayerController component)


Game State

The game has three pre-defined states that can be set by the server and are automatically replicated with appropriate callback to the clients. This can be omitted, leaving the game always in GAME state.

  • PREGAME (e.g. wait for n players?)
  • GAME (core game loop)
  • POSTGAME (e.g. show scoreboard, next scenario voting)

For particular implementation and details, see SCR_EGameModeState, SCR_GameModeEndData and SCR_BaseGameMode.OnGameStateChanged().

Gamemode End

The game mode transitions into POSTGAME state once the authority deems so by calling the EndGameMode() method.

This method accepts an instance of SCR_GameModeEndData, which is a small serialisable structure that is replicated to all clients and contains somewhat arbitrary data. This can be used to synchronise the end state (winner player, winner faction, ...) to show e.g. the end-game screen.


Troubleshooting

My game mode is not working as it was before, errors are logged into the console regarding missing game mode, what do I do?

Navigate to the Basic Setup section.

Drag prefabs from the Faction Based table if you want to have US versus USSR game mode or Free for All table if FFA is what you are looking for.