Arma Reforger Script API
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Public Member Functions | |
SCR_EArsenalTypes | GetEnabledArsenalTypes () |
bool | IsArsenalTypeEnabled (SCR_EArsenalTypes arsenalType) |
void | SetEnabledArsenalTypes (SCR_EArsenalTypes newEnabledArsenalTypes, int playerID=-1) |
Changes the enabled arsenal types which will enable/disable the arsenals in the world if the player did not enable the arsenal already. | |
bool | AreItemsRankLocked () |
If items can be ranked locked. | |
ScriptInvokerInt | GetOnArsenalTypeEnabledChanged () |
SCR_ArsenalSaveTypeInfoHolder | GetArsenalSaveTypeInfoHolder () |
SCR_EArsenalGameModeType | GetArsenalGameModeType () |
void | SetArsenalGameModeType_S (SCR_EArsenalGameModeType arsenalGameModeType, int playerID=0) |
SCR_UIInfo | GetArsenalGameModeUIInfo (SCR_EArsenalGameModeType arsenalGameModeType) |
int | GetArsenalGameModeUIInfoList (inout notnull array< SCR_ArsenalGameModeUIData > arsenalGameModeTypeUIInfoList) |
ScriptInvokerInt | GetOnArsenalGameModeTypeChanged () |
SCR_LoadoutSaveBlackListHolder | GetLoadoutSaveBlackListHolder () |
void | SetLoadoutBlackListActiveStates (notnull array< bool > orderedActiveStates, bool clearExistingLoadouts, int editorPlayerIdClearedLoadout=-1) |
Update BlackList active states (Server only) | |
bool | GetLocalPlayerLoadoutAvailable () |
ScriptInvokerBase< SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged > | GetOnLoadoutUpdated () |
bool | GetPlayerArsenalLoadout (string playerUID, out SCR_ArsenalPlayerLoadout playerLoadout) |
Authority side. | |
void | SetLoadoutSpawnCostMultiplier_S (float multiplier, int playerID=0) |
Set the loadout supply multiplier (Server only) | |
float | GetCalculatedLoadoutSpawnSupplyCostMultiplier () |
float | GetLoadoutSpawnSupplyCostMultiplier () |
ScriptInvokerFloat | GetOnLoadoutSpawnSupplyCostMultiplierChanged () |
void | SetPlayerArsenalLoadout (int playerId, GameEntity characterEntity, SCR_ArsenalComponent arsenalComponent, SCR_EArsenalSupplyCostType arsenalSupplyType) |
Authority side. | |
override void | EOnInit (IEntity owner) |
override void | OnPostInit (IEntity owner) |
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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 | 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 void | GetArsenalLoadoutComponentsToCheck (out notnull array< string > componentsToCheck) |
static bool | GetArsenalManager (out SCR_ArsenalManagerComponent arsenalManager) |
static float | GetItemRefundAmount (notnull IEntity item, SCR_ArsenalComponent arsenalComponent, bool mustHaveSupplyStorage, out bool isSupplyStorageAvailable=true) |
static void | OnItemRefunded_S (notnull IEntity item, notnull PlayerController playerController, SCR_ArsenalComponent arsenal) |
When an item is refunded in the arsenal (Server Only) | |
static bool | IsArsenalTypeEnabled_Static (SCR_EArsenalTypes arsenalType) |
static SCR_EArsenalGameModeType | GetArsenalGameModeType_Static () |
static float | GetLoadoutCalculatedSupplyCost (notnull SCR_BasePlayerLoadout playerLoadout, bool getLocalPlayer, int playerID, SCR_Faction playerFaction, IEntity spawnTarget, out SCR_CampaignMilitaryBaseComponent spawnPointParentBase=null, out SCR_ResourceComponent spawnpointResourceComponent=null) |
Get the cost of spawning as a player at given base. | |
Public Attributes | |
ref SCR_PlayerLoadoutData | m_LocalPlayerLoadoutData |
Protected Member Functions | |
void | OnArsenalTypeEnabledChanged () |
void | OnArsenalGameModeTypeChanged () |
void | RPC_OnPlayerLoadoutCleared (int playerIdClearedLoadout) |
void | OnLoadoutSpawnSupplyCostMultiplierChanged () |
bool | CanSaveLoadout (int playerId, notnull GameEntity characterEntity, FactionAffiliationComponent playerFactionAffiliation, SCR_ArsenalComponent arsenalComponent, bool sendNotificationOnFailed) |
SCR_PlayerLoadoutData | GetPlayerLoadoutData (GameEntity characterEntity) |
void | ComputeSuppliesCost (notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, SCR_EArsenalSupplyCostType arsenalSupplyType) |
void | ComputeStorage (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string storageName, SCR_EArsenalSupplyCostType arsenalSupplyType) |
void | ComputeStorageEntity (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string entityName, SCR_EArsenalSupplyCostType arsenalSupplyType) |
void | ComputeEntity (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string entityName, SCR_EArsenalSupplyCostType arsenalSupplyType) |
void | DoSetPlayerLoadout (int playerId, string loadoutString, GameEntity characterEntity, SCR_EArsenalSupplyCostType arsenalSupplyType) |
override void | OnPlayerAuditSuccess (int playerId) |
Event is called when player connecting Session hosting current Game Mode where is required authentication verification via. | |
void | DoSetPlayerHasLoadout (int playerId, bool loadoutValid, bool loadoutChanged, bool notification) |
void | DoSendPlayerLoadout (int playerId, SCR_PlayerLoadoutData loadoutData) |
void | DoPlayerClearHasLoadout (int playerId) |
Static Protected Member Functions | |
static int | GetItemRefundCost (notnull IEntity item, notnull SCR_EntityCatalogManagerComponent entityCatalogManager, SCR_EArsenalSupplyCostType supplyCostType, float refundMultiplier, SCR_Faction faction, bool minusIfInvalid=true) |
static int | GetStoredItemsRefundAmount (notnull IEntity item, notnull SCR_EntityCatalogManagerComponent entityCatalogManager, SCR_EArsenalSupplyCostType supplyCostType, float refundMultiplier, SCR_Faction faction) |
Static Protected Attributes | |
static SCR_ArsenalManagerComponent | s_Instance |
static ref array< string > | ARSENALLOADOUT_COMPONENTS_TO_CHECK |
bool SCR_ArsenalManagerComponent.AreItemsRankLocked | ( | ) |
If items can be ranked locked.
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override void SCR_ArsenalManagerComponent.EOnInit | ( | IEntity | owner | ) |
SCR_EArsenalGameModeType SCR_ArsenalManagerComponent.GetArsenalGameModeType | ( | ) |
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SCR_UIInfo SCR_ArsenalManagerComponent.GetArsenalGameModeUIInfo | ( | SCR_EArsenalGameModeType | arsenalGameModeType | ) |
[in] | arsenalGameModeType | Type to get Ui info for. -1 gets the unrestricted game mode type |
int SCR_ArsenalManagerComponent.GetArsenalGameModeUIInfoList | ( | inout notnull array< SCR_ArsenalGameModeUIData > | arsenalGameModeTypeUIInfoList | ) |
[in,out] | arsenalGameModeTypeUIInfoList | Return list off all the UI data for the arsenal Game mode type |
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[out] | arsenalManager | The arsenal manager that is obtained |
SCR_ArsenalSaveTypeInfoHolder SCR_ArsenalManagerComponent.GetArsenalSaveTypeInfoHolder | ( | ) |
float SCR_ArsenalManagerComponent.GetCalculatedLoadoutSpawnSupplyCostMultiplier | ( | ) |
SCR_EArsenalTypes SCR_ArsenalManagerComponent.GetEnabledArsenalTypes | ( | ) |
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[in] | item | Item to get refund supply cost for. Weapons will also calculate the cost of attachments |
[in] | arsenalComponent | The arsenal component if the it is refunded to an arsenal |
[in] | mustHaveSupplyStorage | If true will return -1 if no arsenal component or no resource component |
[out] | isSupplyStorageAvailable | Will return false if there was no storage to put the supplies in or if there is no space left in any storage |
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Get the cost of spawning as a player at given base.
[in] | playerLoadout | Loadout to check supply cost for |
[in] | getLocalPlayer | If true and the loadout is a SCR_PlayerArsenalLoadout then it will get the locally stored data for the arsenal loadout |
[in] | playerID | Player ID of player that want's to spawn, Required only if !getLocalPlayer |
[in] | playerFaction | (Optional) Faction of player to spawn to speed up getting the spawn cost data from Catalog |
[in] | spawnTarget | Spawnpoint of spawn location. Not required but without it, it cannot know if the spawnpoint has supplies enabled or other values if the spawnpoint is a base |
[out] | spawnPointParentBase | Returns the base if the spawnpoint is a base composition |
[out] | spawnpointResourceComponent | Returns the Resource component from the spawnpoint or base |
SCR_LoadoutSaveBlackListHolder SCR_ArsenalManagerComponent.GetLoadoutSaveBlackListHolder | ( | ) |
float SCR_ArsenalManagerComponent.GetLoadoutSpawnSupplyCostMultiplier | ( | ) |
bool SCR_ArsenalManagerComponent.GetLocalPlayerLoadoutAvailable | ( | ) |
ScriptInvokerInt SCR_ArsenalManagerComponent.GetOnArsenalGameModeTypeChanged | ( | ) |
ScriptInvokerInt SCR_ArsenalManagerComponent.GetOnArsenalTypeEnabledChanged | ( | ) |
ScriptInvokerFloat SCR_ArsenalManagerComponent.GetOnLoadoutSpawnSupplyCostMultiplierChanged | ( | ) |
ScriptInvokerBase< SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged > SCR_ArsenalManagerComponent.GetOnLoadoutUpdated | ( | ) |
bool SCR_ArsenalManagerComponent.GetPlayerArsenalLoadout | ( | string | playerUID, |
out SCR_ArsenalPlayerLoadout | playerLoadout ) |
Authority side.
[in] | playerId | |
[out] | playerLoadout |
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bool SCR_ArsenalManagerComponent.IsArsenalTypeEnabled | ( | SCR_EArsenalTypes | arsenalType | ) |
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When an item is refunded in the arsenal (Server Only)
[in] | item | Item that is being refunded |
[in] | playerController | Player controller of player that refunds the item |
[in] | arsenal | Arsenal the item was refunded at (Can potentially be null) |
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Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
platform services AuditSuccess() call specifically mean this verification was successful Basically audited player has access to persistency/ etc. related functionality provided by online services.
[in] | playerId | is index of player in game, equal to the one assigned at PlayerController |
Implements SCR_BaseGameModeComponent.
override void SCR_ArsenalManagerComponent.OnPostInit | ( | IEntity | owner | ) |
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void SCR_ArsenalManagerComponent.SetArsenalGameModeType_S | ( | SCR_EArsenalGameModeType | arsenalGameModeType, |
int | playerID = 0 ) |
[in] | arsenalGameModeType | Mode to set, -1 means the mode is unrestricted |
[in] | playerID | Optional to send notification that the arsenal mode has been changed |
void SCR_ArsenalManagerComponent.SetEnabledArsenalTypes | ( | SCR_EArsenalTypes | newEnabledArsenalTypes, |
int | playerID = -1 ) |
Changes the enabled arsenal types which will enable/disable the arsenals in the world if the player did not enable the arsenal already.
[in] | newEnabledArsenalType | All arsenal type flags that are enabled |
[in] | playerID | Optional to send notification on arsenal types changed |
void SCR_ArsenalManagerComponent.SetLoadoutBlackListActiveStates | ( | notnull array< bool > | orderedActiveStates, |
bool | clearExistingLoadouts, | ||
int | editorPlayerIdClearedLoadout = -1 ) |
Update BlackList active states (Server only)
[in] | orderedActiveStates | An ordered list of all blacklists and their new active state |
[in] | clearExistingLoadouts | |
[in] | editorPlayerIdClearedLoadout |
void SCR_ArsenalManagerComponent.SetLoadoutSpawnCostMultiplier_S | ( | float | multiplier, |
int | playerID = 0 ) |
Set the loadout supply multiplier (Server only)
[in] | multiplier | new multiplier to set |
[in] | playerID | To send Notifications (optional) |
void SCR_ArsenalManagerComponent.SetPlayerArsenalLoadout | ( | int | playerId, |
GameEntity | characterEntity, | ||
SCR_ArsenalComponent | arsenalComponent, | ||
SCR_EArsenalSupplyCostType | arsenalSupplyType ) |
Authority side.
[in] | playerId | |
[in] | characterEntity | |
[in] | arsenalComponent | |
[in] | arsenalSupplyType |
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ref SCR_PlayerLoadoutData SCR_ArsenalManagerComponent.m_LocalPlayerLoadoutData |
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