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