Arma Reforger Script API
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SCR_AdditionalGameModeSettingsComponent Interface Reference
Inheritance diagram for SCR_AdditionalGameModeSettingsComponent:
SCR_BaseGameModeComponent

Public Member Functions

bool GetProjectileBallisticInfoVisibility ()
 
ScriptInvokerVoid GetOnChangeAdditionalSettingsInvoker ()
 
void SetEnableTeamKillPunishment_S (bool enablePunishment, int playerID=-1)
 Sets team kill punishment is enabled or disabled and notifies players if playerID is provided.
 
bool IsTeamKillingPunished ()
 
void SetAllowEntityRefundingAction_S (bool allowRefunding, int playerID=-1)
 Set if players are allowed to refund entities or not.
 
bool IsEntityRefundingActionAllowed ()
 
string GetEntityRefundingDisabledReason ()
 
void SetProjectileBallisticInfoVisibility_S (bool shouldShow, int playerID=-1)
 Set if game should show ui elements that provide projectile ballistic data.
 
void SCR_AdditionalGameModeSettingsComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
- Public Member Functions inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode GetGameMode ()
 
void OnGameEnd ()
 Called on all machines when the world ends.
 
void OnGameStateChanged (SCR_EGameModeState state)
 Called when game mode state changes called on all machines.
 
void OnGameModeStart ()
 Called on every machine when game mode starts.
 
void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
void OnPlayerConnected (int playerId)
 Called after a player is connected.
 
void OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
void OnPlayerAuditFail (int playerId)
 Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc.
 
void OnPlayerAuditTimeouted (int playerId)
 Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled.
 
void OnPlayerAuditRevived (int playerId)
 Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed).
 
void OnPlayerRegistered (int playerId)
 Called on every machine after a player is registered (identity, name etc.).
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout)
 Called after a player is disconnected.
 
void OnPlayerSpawned (int playerId, IEntity controlledEntity)
 Called after a player is spawned.
 
bool PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
void OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 
void OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity)
 
bool HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator)
 Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour.
 
void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
void OnPlayerRoleChange (int playerId, EPlayerRole roleFlags)
 Called when player role changes.
 
void OnWorldPostProcess (World world)
 Called once loading of all entities of the world have been finished (still within the loading)
 
void HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout)
 What happens when a player is assigned a loadout.
 
void HandleOnFactionAssigned (int playerID, Faction assignedFaction)
 What happens when a player is assigned a faction.
 
void HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint)
 What happens when a player is assigned a spawn point.
 
void OnControllableSpawned (IEntity entity)
 When a controllable entity is spawned, this event is raised.
 
void OnControllableDestroyed (notnull SCR_InstigatorContextData instigatorContextData)
 When a controllable entity is destroyed, this event is raised.
 
void OnControllableDeleted (IEntity entity)
 Prior to a controllable entity being DELETED, this event is raised.
 
void SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 

Static Public Member Functions

static SCR_AdditionalGameModeSettingsComponent GetInstance ()
 

Protected Member Functions

void OnAdditionalSettingsChanged ()
 

Protected Attributes

bool m_bEnableTeamKillPunishment
 
bool m_bAllowEntityRefundingAction
 
LocalizedString m_sEntityRefundingDisabledReason
 
bool m_bProjectileBallisticInfoVisibility
 
ref ScriptInvokerVoid m_OnChangeAdditionalSettingsInvoker
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

static SCR_AdditionalGameModeSettingsComponent s_Instance
 

Constructor & Destructor Documentation

◆ SCR_AdditionalGameModeSettingsComponent()

void SCR_AdditionalGameModeSettingsComponent.SCR_AdditionalGameModeSettingsComponent ( IEntityComponentSource src,
IEntity ent,
IEntity parent )

Member Function Documentation

◆ GetEntityRefundingDisabledReason()

string SCR_AdditionalGameModeSettingsComponent.GetEntityRefundingDisabledReason ( )
Returns
Disable reason for action when the player cannot refund. If empty will simply not show the action

◆ GetInstance()

static SCR_AdditionalGameModeSettingsComponent SCR_AdditionalGameModeSettingsComponent.GetInstance ( )
static

◆ GetOnChangeAdditionalSettingsInvoker()

ScriptInvokerVoid SCR_AdditionalGameModeSettingsComponent.GetOnChangeAdditionalSettingsInvoker ( )

◆ GetProjectileBallisticInfoVisibility()

bool SCR_AdditionalGameModeSettingsComponent.GetProjectileBallisticInfoVisibility ( )

◆ IsEntityRefundingActionAllowed()

bool SCR_AdditionalGameModeSettingsComponent.IsEntityRefundingActionAllowed ( )
Returns
If players are allowed to refund entities

◆ IsTeamKillingPunished()

bool SCR_AdditionalGameModeSettingsComponent.IsTeamKillingPunished ( )
Returns
whether team killing punishment is enabled.

◆ OnAdditionalSettingsChanged()

void SCR_AdditionalGameModeSettingsComponent.OnAdditionalSettingsChanged ( )
protected

◆ SetAllowEntityRefundingAction_S()

void SCR_AdditionalGameModeSettingsComponent.SetAllowEntityRefundingAction_S ( bool allowRefunding,
int playerID = -1 )

Set if players are allowed to refund entities or not.

Note currently only vehicles can be refunded. (Server only)

Parameters
[in]allowRefundingSet if vehicles are allowed to be refunded
[in]playerIDOptional, will send a notification when a player (GM) changes this setting. No notifications are send if playerID is -1

◆ SetEnableTeamKillPunishment_S()

void SCR_AdditionalGameModeSettingsComponent.SetEnableTeamKillPunishment_S ( bool enablePunishment,
int playerID = -1 )

Sets team kill punishment is enabled or disabled and notifies players if playerID is provided.

(Server only)

Parameters
[in]enablePunishmentEnable punishment setting for team kills, toggles team kill punishment on or off for all players
[in]playerIDPlayer ID is an optional parameter representing the ID of the GM changing the setting. Will send notification if changed

◆ SetProjectileBallisticInfoVisibility_S()

void SCR_AdditionalGameModeSettingsComponent.SetProjectileBallisticInfoVisibility_S ( bool shouldShow,
int playerID = -1 )

Set if game should show ui elements that provide projectile ballistic data.

Parameters
[in]shouldShowSet if such ui elements should be visible
[in]playerIDOptional, will send a notification when a player (GM) changes this setting. No notifications are send if playerID is -1

Member Data Documentation

◆ m_bAllowEntityRefundingAction

bool SCR_AdditionalGameModeSettingsComponent.m_bAllowEntityRefundingAction
protected

◆ m_bEnableTeamKillPunishment

bool SCR_AdditionalGameModeSettingsComponent.m_bEnableTeamKillPunishment
protected

◆ m_bProjectileBallisticInfoVisibility

bool SCR_AdditionalGameModeSettingsComponent.m_bProjectileBallisticInfoVisibility
protected

◆ m_OnChangeAdditionalSettingsInvoker

ref ScriptInvokerVoid SCR_AdditionalGameModeSettingsComponent.m_OnChangeAdditionalSettingsInvoker
protected

◆ m_sEntityRefundingDisabledReason

LocalizedString SCR_AdditionalGameModeSettingsComponent.m_sEntityRefundingDisabledReason
protected

◆ s_Instance

SCR_AdditionalGameModeSettingsComponent SCR_AdditionalGameModeSettingsComponent.s_Instance
staticprotected

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