Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
GameModeSetupConfig Interface Reference

Public Member Functions

bool ValidateWorld (out string dialogMessage, out bool canAutogenerate)
 Scan all World Editor entities and check if the required ones are present.
 
bool GenerateWorld (out string dialogMessage)
 Create game mode prefabs in the world.
 
bool ValidateMissionHeader (out string dialogMessage)
 Check if mission header for the world exists.
 
bool GenerateMissionHeader (string templatePath, out string dialogMessage)
 Create mission header file for the world from a template.
 
void Init ()
 Called by SCR_GameModeSetupPlugin.RunValidation()
 
void GameModeSetupConfig ()
 

Protected Member Functions

set< TypeName > GetWorldEntityTypes ()
 

Protected Attributes

ref array< ref GameModeSetupConfigEntrym_Prefabs
 
ref MissionHeader m_MissionHeader
 
ref array< ref GameModeSetupConfigEntrym_aRequiredTypes = {}
 
TypeName m_GameModeType
 
int m_iLongestTypeLength
 
string m_sWorldPath
 
string m_sFileSystem
 

Static Protected Attributes

const string DESCRIPTION_ENTITY_PRESENT = " ✅ %1\n"
 
const string DESCRIPTION_ENTITY_MISSING = " ❌ %1\n"
 
const string DESCRIPTION_VALIDATION_SUCCESS = "\n✅ The world is configured correctly."
 
const string DESCRIPTION_VALIDATION_NO_SUBSCENE = "\n⛔ Missing Subscene\nYou are attempting to add the game mode to the root world.\nPlease create a subscene for it instead, while leaving the root world intact.\nThat will allow others to create their own subscenes with different game modes.\n"
 
const string DESCRIPTION_VALIDATION_WRONG_GAME_MODE = "\n⛔ Incompatible Game Mode\nThe scan found existing game mode of type %1.\nThat's incompatible with the expected type %2.\nThere can be only one game mode in the world, so if you wish to continue,\nyou have to manually remove the existing one. The plugin cannot automate this process.\n"
 
const string DESCRIPTION_VALIDATION_PRESENT_ENTITIES = "\nPresent entity types:\n (NOT USED)"
 
const string DESCRIPTION_VALIDATION_MISSING_ENTITIES = "\n⛔ Missing Entities\nOne or more required entity types are missing, listed below.\nThese can be generated automatically in the next step.\n"
 
const string DESCRIPTION_GENERATION_ENTITY = " ❗ %1: %2\n"
 
const string DESCRIPTION_GENERATION_MORE_STEPS_1 = "\nSome entities need to be manually configured or replaced by more specialized prefabs:\n"
 
const string DESCRIPTION_GENERATION_MORE_STEPS_2 = "\nEach has a comment attached explaining necessary steps, so you can return to them later.\n"
 
const string DESCRIPTION_MISSION_HEADER_EXISTS = "✅ Mission header config at '%1' is configured correctly.\n"
 
const string SCENARIOS_PATH = "Missions"
 

Constructor & Destructor Documentation

◆ GameModeSetupConfig()

void GameModeSetupConfig.GameModeSetupConfig ( )

Member Function Documentation

◆ GenerateMissionHeader()

bool GameModeSetupConfig.GenerateMissionHeader ( string  templatePath,
out string  dialogMessage 
)

Create mission header file for the world from a template.

Parameters
[in]templatePathConfig file of type GameModeSetupConfig where the template is configured
[out]dialogMessageMessage show in the dialog window
Returns
True if the mission header file was created

◆ GenerateWorld()

bool GameModeSetupConfig.GenerateWorld ( out string  dialogMessage)

Create game mode prefabs in the world.

Parameters
[out]dialogMessageMessage show in the dialog window
Returns
True if all entities were created

◆ GetWorldEntityTypes()

set< TypeName > GameModeSetupConfig.GetWorldEntityTypes ( )
protected

◆ Init()

void GameModeSetupConfig.Init ( )

◆ ValidateMissionHeader()

bool GameModeSetupConfig.ValidateMissionHeader ( out string  dialogMessage)

Check if mission header for the world exists.

Parameters
[out]dialogMessageMessage show in the dialog window
Returns
True if the mission header exists

◆ ValidateWorld()

bool GameModeSetupConfig.ValidateWorld ( out string  dialogMessage,
out bool  canAutogenerate 
)

Scan all World Editor entities and check if the required ones are present.

Parameters
[out]dialogMessageMessage show in the dialog window
[out]canAutogenerateTrue if the wizard can continue to auto-generation of entities
Returns
True if all required entities are present

Member Data Documentation

◆ DESCRIPTION_ENTITY_MISSING

const string GameModeSetupConfig.DESCRIPTION_ENTITY_MISSING = " ❌ %1\n"
staticprotected

◆ DESCRIPTION_ENTITY_PRESENT

const string GameModeSetupConfig.DESCRIPTION_ENTITY_PRESENT = " ✅ %1\n"
staticprotected

◆ DESCRIPTION_GENERATION_ENTITY

const string GameModeSetupConfig.DESCRIPTION_GENERATION_ENTITY = " ❗ %1: %2\n"
staticprotected

◆ DESCRIPTION_GENERATION_MORE_STEPS_1

const string GameModeSetupConfig.DESCRIPTION_GENERATION_MORE_STEPS_1 = "\nSome entities need to be manually configured or replaced by more specialized prefabs:\n"
staticprotected

◆ DESCRIPTION_GENERATION_MORE_STEPS_2

const string GameModeSetupConfig.DESCRIPTION_GENERATION_MORE_STEPS_2 = "\nEach has a comment attached explaining necessary steps, so you can return to them later.\n"
staticprotected

◆ DESCRIPTION_MISSION_HEADER_EXISTS

const string GameModeSetupConfig.DESCRIPTION_MISSION_HEADER_EXISTS = "✅ Mission header config at '%1' is configured correctly.\n"
staticprotected

◆ DESCRIPTION_VALIDATION_MISSING_ENTITIES

const string GameModeSetupConfig.DESCRIPTION_VALIDATION_MISSING_ENTITIES = "\n⛔ Missing Entities\nOne or more required entity types are missing, listed below.\nThese can be generated automatically in the next step.\n"
staticprotected

◆ DESCRIPTION_VALIDATION_NO_SUBSCENE

const string GameModeSetupConfig.DESCRIPTION_VALIDATION_NO_SUBSCENE = "\n⛔ Missing Subscene\nYou are attempting to add the game mode to the root world.\nPlease create a subscene for it instead, while leaving the root world intact.\nThat will allow others to create their own subscenes with different game modes.\n"
staticprotected

◆ DESCRIPTION_VALIDATION_PRESENT_ENTITIES

const string GameModeSetupConfig.DESCRIPTION_VALIDATION_PRESENT_ENTITIES = "\nPresent entity types:\n (NOT USED)"
staticprotected

◆ DESCRIPTION_VALIDATION_SUCCESS

const string GameModeSetupConfig.DESCRIPTION_VALIDATION_SUCCESS = "\n✅ The world is configured correctly."
staticprotected

◆ DESCRIPTION_VALIDATION_WRONG_GAME_MODE

const string GameModeSetupConfig.DESCRIPTION_VALIDATION_WRONG_GAME_MODE = "\n⛔ Incompatible Game Mode\nThe scan found existing game mode of type %1.\nThat's incompatible with the expected type %2.\nThere can be only one game mode in the world, so if you wish to continue,\nyou have to manually remove the existing one. The plugin cannot automate this process.\n"
staticprotected

◆ m_aRequiredTypes

ref array<ref GameModeSetupConfigEntry> GameModeSetupConfig.m_aRequiredTypes = {}
protected

◆ m_GameModeType

TypeName GameModeSetupConfig.m_GameModeType
protected

◆ m_iLongestTypeLength

int GameModeSetupConfig.m_iLongestTypeLength
protected

◆ m_MissionHeader

ref MissionHeader GameModeSetupConfig.m_MissionHeader
protected

◆ m_Prefabs

ref array<ref GameModeSetupConfigEntry> GameModeSetupConfig.m_Prefabs
protected

◆ m_sFileSystem

string GameModeSetupConfig.m_sFileSystem
protected

◆ m_sWorldPath

string GameModeSetupConfig.m_sWorldPath
protected

◆ SCENARIOS_PATH

const string GameModeSetupConfig.SCENARIOS_PATH = "Missions"
staticprotected

The documentation for this interface was generated from the following file: