RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning.
More...
|
proto external GenericEntity | DoSpawn (string prefab, vector position, vector rotation="0 0 0") |
| call to create actual entity from given prefab at given position
|
|
void | OnInit (IEntity owner) |
| Called during EOnInit.
|
|
GenericEntity | RequestSpawn (int playerId) |
| Called when some player controller requests respawn.
|
|
bool | OnTicksOnRemoteProxy () |
|
|
bool | OnRplSave (ScriptBitWriter w) |
| Serialize server network data for JIP clients.
|
|
bool | OnRplLoad (ScriptBitReader r) |
| Deserialize data received from server on JIP.
|
|
RespawnSystemComponent should be attached to a gamemode to handle player spawning and respawning.
◆ DoSpawn()
proto external GenericEntity RespawnSystemComponent.DoSpawn |
( |
string |
prefab, |
|
|
vector |
position, |
|
|
vector |
rotation = "0 0 0" |
|
) |
| |
call to create actual entity from given prefab at given position
- Parameters
-
position | XYZ position in world space |
rotation | XYZ rotation (pitch, yaw, roll) in world space degrees |
◆ OnInit()
void RespawnSystemComponent.OnInit |
( |
IEntity |
owner | ) |
|
◆ OnRplLoad()
bool RespawnSystemComponent.OnRplLoad |
( |
ScriptBitReader |
r | ) |
|
|
protected |
◆ OnRplSave()
bool RespawnSystemComponent.OnRplSave |
( |
ScriptBitWriter |
w | ) |
|
|
protected |
◆ RequestSpawn()
GenericEntity RespawnSystemComponent.RequestSpawn |
( |
int |
playerId | ) |
|
The documentation for this interface was generated from the following file:
- Game/generated/GameMode/RespawnSystemComponent.c