Arma Reforger Script API
Loading...
Searching...
No Matches
Modules | Classes | Enumerations
Entities

Editor entities manage functionality of the editor. More...

Modules

 Editor Components
 Editor manager components.
 

Classes

interface  SCR_SiteSlotEntity
 A slot is a suggested area for placing entities and compositions. More...
 
interface  SCR_EditorBaseEntity
 Base editor entity which provides overridable functions. More...
 
interface  SCR_EditorImageGeneratorEntity
 
interface  SCR_EditorImagePositionEntity
 
interface  SCR_EditorManagerEntity
 The entity which enables all editor functionality for the player. More...
 
interface  SCR_EditorModeEntity
 Editor mode entity. More...
 
interface  SCR_EditorPingEntity
 Editor ping representation. More...
 
interface  SCR_EditorSettingsEntity
 Editor settings to override default values in SCR_EditorManagerCore. More...
 

Enumerations

enum  EEditableEntityInteraction { EEditableEntityInteraction.NONE , EEditableEntityInteraction.LAYER , EEditableEntityInteraction.SLOT , EEditableEntityInteraction.PASSENGER }
 
enum  EEditableEntityInteractionFlag {
  EEditableEntityInteractionFlag.ALIVE = 1 << 0 , EEditableEntityInteractionFlag.DELEGATE = 1 << 1 , EEditableEntityInteractionFlag.LAYER_EDITING = 1 << 2 , EEditableEntityInteractionFlag.NON_PLAYABLE = 1 << 3 ,
  EEditableEntityInteractionFlag.PLACING = 1 << 4
}
 
enum  EEditorCanClose { EEditorCanClose.SCRIPT = 1 }
 
enum  EEditorCanOpen { EEditorCanOpen.SCRIPT = 1 , EEditorCanOpen.ALIVE = 2 , EEditorCanOpen.MODES = 4 }
 
enum  EEditorCommandActionFlags { EEditorCommandActionFlags.WAYPOINT = 1 , EEditorCommandActionFlags.OBJECTIVE = 2 , EEditorCommandActionFlags.IS_QUEUE = 4 , EEditorCommandActionFlags.ATTACH = 8 }
 
enum  EEditorEvent {
  EEditorEvent.NONE , EEditorEvent.INIT , EEditorEvent.REQUEST_OPEN , EEditorEvent.REQUEST_CLOSE ,
  EEditorEvent.DELETE , EEditorEvent.OPEN , EEditorEvent.OPEN_ALL , EEditorEvent.PRE_ACTIVATE ,
  EEditorEvent.DEACTIVATE , EEditorEvent.DEACTIVATE_ASYNC , EEditorEvent.ACTIVATE , EEditorEvent.ACTIVATE_ASYNC ,
  EEditorEvent.POST_DEACTIVATE , EEditorEvent.POST_ACTIVATE , EEditorEvent.CLOSE , EEditorEvent.UPDATE_MODE ,
  EEditorEvent.EXIT_OPERATION
}
 
enum  EEditorEventOperation {
  EEditorEventOperation.NONE , EEditorEventOperation.INIT , EEditorEventOperation.REQUEST_OPEN , EEditorEventOperation.OPEN ,
  EEditorEventOperation.REQUEST_CLOSE , EEditorEventOperation.CLOSE , EEditorEventOperation.MODE_CHANGE , EEditorEventOperation.MODE_CREATE ,
  EEditorEventOperation.MODE_DELETE , EEditorEventOperation.DELETE
}
 
enum  EEditorMode {
  EEditorMode.EDIT = 1 , EEditorMode.STRATEGY = 1 << 1 , EEditorMode.SPECTATE = 1 << 2 , EEditorMode.PHOTO = 1 << 3 ,
  EEditorMode.ADMIN = 1 << 4 , EEditorMode.BUILDING = 1 << 5 , EEditorMode.PHOTO_SAVE = 1 << 6
}
 
enum  EEditorState {
  EEditorState.NONE , EEditorState.SELECTING , EEditorState.MULTI_SELECTING , EEditorState.PLACING ,
  EEditorState.TRANSFORMING
}
 
enum  EEditorTransformSnap { EEditorTransformSnap.NONE , EEditorTransformSnap.TERRAIN , EEditorTransformSnap.GEOMETRY }
 
enum  EEditorTransformVertical { EEditorTransformVertical.SEA = 1 << 0 , EEditorTransformVertical.TERRAIN = 1 << 1 , EEditorTransformVertical.GEOMETRY = 1 << 2 }
 

Detailed Description

Editor entities manage functionality of the editor.

Structure

For the editor to function propertly, it must be configured in the following structure. All entities must be saved into a prefabs and linked in attributes mentioned below.

Execution Order

Functions in relevant classes are called in the following order.

Enumeration Type Documentation

◆ EEditableEntityInteraction

Type of suggested interaction when hovering edited entity on top of another entity

Enumerator
NONE 

Simple transform.

LAYER 

Open layer.

SLOT 

Attach to slot.

PASSENGER 

Place as passenger of vehicle. Used by context action SCR_ChooseAndSpawnOccupantsContextAction not placing opperation.

◆ EEditableEntityInteractionFlag

Details of entity interaction

Enumerator
ALIVE 

Entity and target are not destroyed, or cannot be destroyed.

DELEGATE 

Hovering over delegate, i.e., icon, not mesh.

LAYER_EDITING 

Layer editing is enabled.

NON_PLAYABLE 

Entity is not a player.

PLACING 

Current operation is placing.

◆ EEditorCanClose

Layers allowing editor to be closed. All of them have to be activated.

Enumerator
SCRIPT 

Set by script.

◆ EEditorCanOpen

Layers allowing editor to be opened. All of them have to be activated (certain exceptions may apply when the editor is in unlimited mode)

Enumerator
SCRIPT 

Set by script.

ALIVE 

When alive.

MODES 

At least one editor mode available.

◆ EEditorCommandActionFlags

Simplified action conditions.

Enumerator
WAYPOINT 

Can place waypoint.

OBJECTIVE 

Can place objective.

IS_QUEUE 
ATTACH 

◆ EEditorEvent

Editor event processed in components.

Enumerator
NONE 
INIT 
REQUEST_OPEN 
REQUEST_CLOSE 
DELETE 
OPEN 
OPEN_ALL 
PRE_ACTIVATE 
DEACTIVATE 
DEACTIVATE_ASYNC 
ACTIVATE 
ACTIVATE_ASYNC 
POST_DEACTIVATE 
POST_ACTIVATE 
CLOSE 
UPDATE_MODE 
EXIT_OPERATION 

◆ EEditorEventOperation

Type of event-processing operation

Enumerator
NONE 
INIT 
REQUEST_OPEN 
OPEN 
REQUEST_CLOSE 
CLOSE 
MODE_CHANGE 
MODE_CREATE 
MODE_DELETE 
DELETE 

◆ EEditorMode

Editor mode that defines overall functionality.

Enumerator
EDIT 

Editing and placing entities, configuring attributes.

STRATEGY 

Commanding AI and players.

SPECTATE 

Observing players.

PHOTO 

Photo mode.

ADMIN 

Server administration.

BUILDING 

Building mode.

PHOTO_SAVE 

◆ EEditorState

Unique editor state

Enumerator
NONE 

No interaction allowed.

SELECTING 

Able to select entities.

MULTI_SELECTING 

Drawing multi-selection frame.

PLACING 

Placing a new entity.

TRANSFORMING 

Moving or rotating an entity.

◆ EEditorTransformSnap

Vertical snapping rules

Enumerator
NONE 

Don't snap.

TERRAIN 

Snap to terrain.

GEOMETRY 

Snap to geometry.

◆ EEditorTransformVertical

Vertical transformation mode

Enumerator
SEA 

Above sea level.

TERRAIN 

Above terrain level.

GEOMETRY 

Above geometry level.