Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_AmbientPatrolSystem Interface Reference
Inheritance diagram for SCR_AmbientPatrolSystem:
[legend]

Public Member Functions

override bool ShouldBePaused ()
 Is this system should be paused while the simulation is paused?
 
int GetRemainingPatrolsInfo (out notnull array< int > remnantsInfo)
 Composes an array of surviving ambient patrols which can be serialized.
 
void RegisterPatrol (notnull SCR_AmbientPatrolSpawnPointComponent patrol)
 
void UnregisterPatrol (notnull SCR_AmbientPatrolSpawnPointComponent patrol)
 
int GetPatrols (out array< SCR_AmbientPatrolSpawnPointComponent > patrols)
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause=KickCauseCode.NONE, int timeout=-1)
 
void OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData)
 
- Public Member Functions inherited from GameSystem
bool ShouldBePaused ()
 Is this system should be paused while the simulation is paused?
 
bool ShouldBeEnabledInEditMode ()
 Is this system should be enabled inside the editor.
 

Static Public Member Functions

static SCR_AmbientPatrolSystem GetInstance ()
 

Protected Member Functions

override void OnInit ()
 
override void OnCleanup ()
 
override void OnUpdate (ESystemPoint point)
 
void UpdateCheckInterval ()
 
void RefreshPlayerList ()
 
void OnPlayerSpawnedOrDeleted (int playerId, IEntity player)
 
void ProcessSpawnpoint (int spawnpointIndex)
 

Protected Attributes

ref array< SCR_AmbientPatrolSpawnPointComponentm_aPatrols = {}
 
ref array< IEntity > m_aPlayers = {}
 
int m_iLastAssignedIndex
 
int m_iIndexToCheck
 
int m_iSpawnDistanceSq
 
int m_iDespawnDistanceSq
 
float m_fTimer
 
float m_fCheckInterval
 

Static Protected Attributes

static const int CHECK_INTERVAL = 3
 
static const int DESPAWN_TIMEOUT = 10000
 
static const int SPAWN_RADIUS_MIN_SQ = 500 * 500
 
static const int SPAWN_RADIUS_MAX_SQ = 1000 * 1000
 
static const int SPAWN_RADIUS_BLOCK_SQ = 150 * 150
 
static const int DESPAWN_RADIUS_DIFF_SQ = 200 * 200
 

Member Function Documentation

◆ GetInstance()

static SCR_AmbientPatrolSystem SCR_AmbientPatrolSystem.GetInstance ( )
static

◆ GetPatrols()

int SCR_AmbientPatrolSystem.GetPatrols ( out array< SCR_AmbientPatrolSpawnPointComponent patrols)

◆ GetRemainingPatrolsInfo()

int SCR_AmbientPatrolSystem.GetRemainingPatrolsInfo ( out notnull array< int >  remnantsInfo)

Composes an array of surviving ambient patrols which can be serialized.

◆ OnCleanup()

override void SCR_AmbientPatrolSystem.OnCleanup ( )
protected

◆ OnInit()

override void SCR_AmbientPatrolSystem.OnInit ( )
protected

◆ OnPlayerDisconnected()

void SCR_AmbientPatrolSystem.OnPlayerDisconnected ( int  playerId,
KickCauseCode  cause = KickCauseCode::NONE,
int  timeout = -1 
)

◆ OnPlayerKilled()

void SCR_AmbientPatrolSystem.OnPlayerKilled ( notnull SCR_InstigatorContextData  instigatorContextData)

◆ OnPlayerSpawnedOrDeleted()

void SCR_AmbientPatrolSystem.OnPlayerSpawnedOrDeleted ( int  playerId,
IEntity  player 
)
protected

◆ OnUpdate()

override void SCR_AmbientPatrolSystem.OnUpdate ( ESystemPoint  point)
protected

◆ ProcessSpawnpoint()

void SCR_AmbientPatrolSystem.ProcessSpawnpoint ( int  spawnpointIndex)
protected

◆ RefreshPlayerList()

void SCR_AmbientPatrolSystem.RefreshPlayerList ( )
protected

◆ RegisterPatrol()

void SCR_AmbientPatrolSystem.RegisterPatrol ( notnull SCR_AmbientPatrolSpawnPointComponent  patrol)

◆ ShouldBePaused()

override bool SCR_AmbientPatrolSystem.ShouldBePaused ( )

Is this system should be paused while the simulation is paused?

Implements GameSystem.

◆ UnregisterPatrol()

void SCR_AmbientPatrolSystem.UnregisterPatrol ( notnull SCR_AmbientPatrolSpawnPointComponent  patrol)

◆ UpdateCheckInterval()

void SCR_AmbientPatrolSystem.UpdateCheckInterval ( )
protected

Member Data Documentation

◆ CHECK_INTERVAL

const int SCR_AmbientPatrolSystem.CHECK_INTERVAL = 3
staticprotected

◆ DESPAWN_RADIUS_DIFF_SQ

const int SCR_AmbientPatrolSystem.DESPAWN_RADIUS_DIFF_SQ = 200 * 200
staticprotected

◆ DESPAWN_TIMEOUT

const int SCR_AmbientPatrolSystem.DESPAWN_TIMEOUT = 10000
staticprotected

◆ m_aPatrols

ref array<SCR_AmbientPatrolSpawnPointComponent> SCR_AmbientPatrolSystem.m_aPatrols = {}
protected

◆ m_aPlayers

ref array<IEntity> SCR_AmbientPatrolSystem.m_aPlayers = {}
protected

◆ m_fCheckInterval

float SCR_AmbientPatrolSystem.m_fCheckInterval
protected

◆ m_fTimer

float SCR_AmbientPatrolSystem.m_fTimer
protected

◆ m_iDespawnDistanceSq

int SCR_AmbientPatrolSystem.m_iDespawnDistanceSq
protected

◆ m_iIndexToCheck

int SCR_AmbientPatrolSystem.m_iIndexToCheck
protected

◆ m_iLastAssignedIndex

int SCR_AmbientPatrolSystem.m_iLastAssignedIndex
protected

◆ m_iSpawnDistanceSq

int SCR_AmbientPatrolSystem.m_iSpawnDistanceSq
protected

◆ SPAWN_RADIUS_BLOCK_SQ

const int SCR_AmbientPatrolSystem.SPAWN_RADIUS_BLOCK_SQ = 150 * 150
staticprotected

◆ SPAWN_RADIUS_MAX_SQ

const int SCR_AmbientPatrolSystem.SPAWN_RADIUS_MAX_SQ = 1000 * 1000
staticprotected

◆ SPAWN_RADIUS_MIN_SQ

const int SCR_AmbientPatrolSystem.SPAWN_RADIUS_MIN_SQ = 500 * 500
staticprotected

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