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_AmbientVehicleSystem Interface Reference
Inheritance diagram for SCR_AmbientVehicleSystem:
[legend]

Public Member Functions

override bool ShouldBePaused ()
 Is this system should be paused while the simulation is paused?
 
OnAmbientVehicleSpawnedInvoker GetOnVehicleSpawned ()
 
void RegisterSpawnpoint (notnull SCR_AmbientVehicleSpawnPointComponent spawnpoint)
 
void UnregisterSpawnpoint (notnull SCR_AmbientVehicleSpawnPointComponent spawnpoint)
 
int GetSpawnpoints (out array< SCR_AmbientVehicleSpawnPointComponent > spawnpoints)
 
void OnPlayerDisconnected (int playerId, KickCauseCode cause=KickCauseCode.NONE, int timeout=-1)
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 
- 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_AmbientVehicleSystem 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_AmbientVehicleSpawnPointComponentm_aSpawnpoints = {}
 
ref array< IEntity > m_aPlayers = {}
 
ref OnAmbientVehicleSpawnedInvoker m_OnVehicleSpawned
 
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 PARKED_THRESHOLD = 5
 
static const int SPAWN_RADIUS_MIN_SQ = 500 * 500
 
static const int SPAWN_RADIUS_MAX_SQ = 1000 * 1000
 
static const int DESPAWN_RADIUS_DIFF_SQ = 200 * 200
 

Member Function Documentation

◆ GetInstance()

static SCR_AmbientVehicleSystem SCR_AmbientVehicleSystem.GetInstance ( )
static

◆ GetOnVehicleSpawned()

OnAmbientVehicleSpawnedInvoker SCR_AmbientVehicleSystem.GetOnVehicleSpawned ( )

◆ GetSpawnpoints()

int SCR_AmbientVehicleSystem.GetSpawnpoints ( out array< SCR_AmbientVehicleSpawnPointComponent spawnpoints)

◆ OnCleanup()

override void SCR_AmbientVehicleSystem.OnCleanup ( )
protected

◆ OnInit()

override void SCR_AmbientVehicleSystem.OnInit ( )
protected

◆ OnPlayerDisconnected()

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

◆ OnPlayerKilled()

void SCR_AmbientVehicleSystem.OnPlayerKilled ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)

◆ OnPlayerSpawnedOrDeleted()

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

◆ OnUpdate()

override void SCR_AmbientVehicleSystem.OnUpdate ( ESystemPoint  point)
protected

◆ ProcessSpawnpoint()

void SCR_AmbientVehicleSystem.ProcessSpawnpoint ( int  spawnpointIndex)
protected

◆ RefreshPlayerList()

void SCR_AmbientVehicleSystem.RefreshPlayerList ( )
protected

◆ RegisterSpawnpoint()

void SCR_AmbientVehicleSystem.RegisterSpawnpoint ( notnull SCR_AmbientVehicleSpawnPointComponent  spawnpoint)

◆ ShouldBePaused()

override bool SCR_AmbientVehicleSystem.ShouldBePaused ( )

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

Implements GameSystem.

◆ UnregisterSpawnpoint()

void SCR_AmbientVehicleSystem.UnregisterSpawnpoint ( notnull SCR_AmbientVehicleSpawnPointComponent  spawnpoint)

◆ UpdateCheckInterval()

void SCR_AmbientVehicleSystem.UpdateCheckInterval ( )
protected

Member Data Documentation

◆ CHECK_INTERVAL

const int SCR_AmbientVehicleSystem.CHECK_INTERVAL = 3
staticprotected

◆ DESPAWN_RADIUS_DIFF_SQ

const int SCR_AmbientVehicleSystem.DESPAWN_RADIUS_DIFF_SQ = 200 * 200
staticprotected

◆ DESPAWN_TIMEOUT

const int SCR_AmbientVehicleSystem.DESPAWN_TIMEOUT = 10000
staticprotected

◆ m_aPlayers

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

◆ m_aSpawnpoints

ref array<SCR_AmbientVehicleSpawnPointComponent> SCR_AmbientVehicleSystem.m_aSpawnpoints = {}
protected

◆ m_fCheckInterval

float SCR_AmbientVehicleSystem.m_fCheckInterval
protected

◆ m_fTimer

float SCR_AmbientVehicleSystem.m_fTimer
protected

◆ m_iDespawnDistanceSq

int SCR_AmbientVehicleSystem.m_iDespawnDistanceSq
protected

◆ m_iIndexToCheck

int SCR_AmbientVehicleSystem.m_iIndexToCheck
protected

◆ m_iLastAssignedIndex

int SCR_AmbientVehicleSystem.m_iLastAssignedIndex
protected

◆ m_iSpawnDistanceSq

int SCR_AmbientVehicleSystem.m_iSpawnDistanceSq
protected

◆ m_OnVehicleSpawned

ref OnAmbientVehicleSpawnedInvoker SCR_AmbientVehicleSystem.m_OnVehicleSpawned
protected

◆ PARKED_THRESHOLD

const int SCR_AmbientVehicleSystem.PARKED_THRESHOLD = 5
staticprotected

◆ SPAWN_RADIUS_MAX_SQ

const int SCR_AmbientVehicleSystem.SPAWN_RADIUS_MAX_SQ = 1000 * 1000
staticprotected

◆ SPAWN_RADIUS_MIN_SQ

const int SCR_AmbientVehicleSystem.SPAWN_RADIUS_MIN_SQ = 500 * 500
staticprotected

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