Arma Reforger Script API
Loading...
Searching...
No Matches
Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_AmbientPatrolSpawnPointComponent Interface Reference
Inheritance diagram for SCR_AmbientPatrolSpawnPointComponent:
[legend]

Public Member Functions

void SetID (int ID)
 
int GetID ()
 
void SetMembersAlive (int count)
 
int GetMembersAlive ()
 
void SetIsSpawned (bool spawned)
 
bool GetIsSpawned ()
 
void SetIsPaused (bool paused)
 Pause this spawnpoint so a group will not be spawned unless players leave and re-enter the area.
 
bool GetIsPaused ()
 
float GetAILimitThreshold ()
 
void SetDespawnTimer (WorldTimestamp time)
 
WorldTimestamp GetDespawnTimer ()
 
void SetRespawnTimestamp (WorldTimestamp timestamp)
 
WorldTimestamp GetRespawnTimestamp ()
 
SCR_AIGroup GetSpawnedGroup ()
 
AIWaypoint GetWaypoint ()
 
void PrepareWaypoints ()
 
void SpawnPatrol ()
 
void DespawnPatrol ()
 
void ActivateGroup ()
 
void DeactivateGroup ()
 
bool IsGroupActive ()
 
void OnAgentRemoved ()
 
override void OnPostInit (IEntity owner)
 
override void EOnInit (IEntity owner)
 
void ~SCR_AmbientPatrolSpawnPointComponent ()
 

Protected Member Functions

ResourceName GetRandomPrefabByProbability (notnull SCR_EntityCatalog entityCatalog, notnull array< SCR_EntityCatalogEntry > data)
 
void Update (SCR_Faction faction)
 
AIWaypointCycle SpawnCycleWaypoint (notnull EntitySpawnParams params)
 

Protected Attributes

SCR_EGroupType m_eGroupType
 
bool m_bPickRandomGroupType
 
int m_iRespawnPeriod
 
float m_fAILimitThreshold
 
bool m_bSpawned
 
bool m_bActive = false
 
bool m_bPaused
 
int m_iID
 
int m_iMembersAlive = -1
 
WorldTimestamp m_fRespawnTimestamp
 
WorldTimestamp m_fDespawnTimer
 
AIWaypoint m_Waypoint
 
ResourceName m_sPrefab
 
SCR_AIGroup m_Group
 
Faction m_SavedFaction
 

Constructor & Destructor Documentation

◆ ~SCR_AmbientPatrolSpawnPointComponent()

void SCR_AmbientPatrolSpawnPointComponent.~SCR_AmbientPatrolSpawnPointComponent ( )

Member Function Documentation

◆ ActivateGroup()

void SCR_AmbientPatrolSpawnPointComponent.ActivateGroup ( )

◆ DeactivateGroup()

void SCR_AmbientPatrolSpawnPointComponent.DeactivateGroup ( )

◆ DespawnPatrol()

void SCR_AmbientPatrolSpawnPointComponent.DespawnPatrol ( )

◆ EOnInit()

override void SCR_AmbientPatrolSpawnPointComponent.EOnInit ( IEntity  owner)

◆ GetAILimitThreshold()

float SCR_AmbientPatrolSpawnPointComponent.GetAILimitThreshold ( )
Returns

◆ GetDespawnTimer()

WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.GetDespawnTimer ( )
Returns

◆ GetID()

int SCR_AmbientPatrolSpawnPointComponent.GetID ( )
Returns

◆ GetIsPaused()

bool SCR_AmbientPatrolSpawnPointComponent.GetIsPaused ( )
Returns

◆ GetIsSpawned()

bool SCR_AmbientPatrolSpawnPointComponent.GetIsSpawned ( )
Returns

◆ GetMembersAlive()

int SCR_AmbientPatrolSpawnPointComponent.GetMembersAlive ( )
Returns

◆ GetRandomPrefabByProbability()

ResourceName SCR_AmbientPatrolSpawnPointComponent.GetRandomPrefabByProbability ( notnull SCR_EntityCatalog  entityCatalog,
notnull array< SCR_EntityCatalogEntry data 
)
protected

◆ GetRespawnTimestamp()

WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.GetRespawnTimestamp ( )
Returns

◆ GetSpawnedGroup()

SCR_AIGroup SCR_AmbientPatrolSpawnPointComponent.GetSpawnedGroup ( )
Returns

◆ GetWaypoint()

AIWaypoint SCR_AmbientPatrolSpawnPointComponent.GetWaypoint ( )
Returns

◆ IsGroupActive()

bool SCR_AmbientPatrolSpawnPointComponent.IsGroupActive ( )
Returns

◆ OnAgentRemoved()

void SCR_AmbientPatrolSpawnPointComponent.OnAgentRemoved ( )

◆ OnPostInit()

override void SCR_AmbientPatrolSpawnPointComponent.OnPostInit ( IEntity  owner)

◆ PrepareWaypoints()

void SCR_AmbientPatrolSpawnPointComponent.PrepareWaypoints ( )

◆ SetDespawnTimer()

void SCR_AmbientPatrolSpawnPointComponent.SetDespawnTimer ( WorldTimestamp  time)
Parameters
[in]time

◆ SetID()

void SCR_AmbientPatrolSpawnPointComponent.SetID ( int  ID)
Parameters
[in]ID

◆ SetIsPaused()

void SCR_AmbientPatrolSpawnPointComponent.SetIsPaused ( bool  paused)

Pause this spawnpoint so a group will not be spawned unless players leave and re-enter the area.

Parameters
[in]paused

◆ SetIsSpawned()

void SCR_AmbientPatrolSpawnPointComponent.SetIsSpawned ( bool  spawned)
Parameters
[in]spawned

◆ SetMembersAlive()

void SCR_AmbientPatrolSpawnPointComponent.SetMembersAlive ( int  count)
Parameters
[in]count

◆ SetRespawnTimestamp()

void SCR_AmbientPatrolSpawnPointComponent.SetRespawnTimestamp ( WorldTimestamp  timestamp)
Parameters
[in]timestamp

◆ SpawnCycleWaypoint()

AIWaypointCycle SCR_AmbientPatrolSpawnPointComponent.SpawnCycleWaypoint ( notnull EntitySpawnParams  params)
protected

◆ SpawnPatrol()

void SCR_AmbientPatrolSpawnPointComponent.SpawnPatrol ( )

◆ Update()

void SCR_AmbientPatrolSpawnPointComponent.Update ( SCR_Faction  faction)
protected

Member Data Documentation

◆ m_bActive

bool SCR_AmbientPatrolSpawnPointComponent.m_bActive = false
protected

◆ m_bPaused

bool SCR_AmbientPatrolSpawnPointComponent.m_bPaused
protected

◆ m_bPickRandomGroupType

bool SCR_AmbientPatrolSpawnPointComponent.m_bPickRandomGroupType
protected

◆ m_bSpawned

bool SCR_AmbientPatrolSpawnPointComponent.m_bSpawned
protected

◆ m_eGroupType

SCR_EGroupType SCR_AmbientPatrolSpawnPointComponent.m_eGroupType
protected

◆ m_fAILimitThreshold

float SCR_AmbientPatrolSpawnPointComponent.m_fAILimitThreshold
protected

◆ m_fDespawnTimer

WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.m_fDespawnTimer
protected

◆ m_fRespawnTimestamp

WorldTimestamp SCR_AmbientPatrolSpawnPointComponent.m_fRespawnTimestamp
protected

◆ m_Group

SCR_AIGroup SCR_AmbientPatrolSpawnPointComponent.m_Group
protected

◆ m_iID

int SCR_AmbientPatrolSpawnPointComponent.m_iID
protected

◆ m_iMembersAlive

int SCR_AmbientPatrolSpawnPointComponent.m_iMembersAlive = -1
protected

◆ m_iRespawnPeriod

int SCR_AmbientPatrolSpawnPointComponent.m_iRespawnPeriod
protected

◆ m_SavedFaction

Faction SCR_AmbientPatrolSpawnPointComponent.m_SavedFaction
protected

◆ m_sPrefab

ResourceName SCR_AmbientPatrolSpawnPointComponent.m_sPrefab
protected

◆ m_Waypoint

AIWaypoint SCR_AmbientPatrolSpawnPointComponent.m_Waypoint
protected

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