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SCR_EArsenalTypes | GetEnabledArsenalTypes () |
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bool | IsArsenalTypeEnabled (SCR_EArsenalTypes arsenalType) |
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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.
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ScriptInvokerInt | GetOnArsenalTypeEnabledChanged () |
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SCR_ArsenalSaveTypeInfoHolder | GetArsenalSaveTypeInfoHolder () |
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SCR_EArsenalGameModeType | GetArsenalGameModeType () |
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void | SetArsenalGameModeType_S (SCR_EArsenalGameModeType arsenalGameModeType, int playerID=0) |
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SCR_UIInfo | GetArsenalGameModeUIInfo (SCR_EArsenalGameModeType arsenalGameModeType) |
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int | GetArsenalGameModeUIInfoList (inout notnull array< SCR_ArsenalGameModeUIData > arsenalGameModeTypeUIInfoList) |
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ScriptInvokerInt | GetOnArsenalGameModeTypeChanged () |
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SCR_LoadoutSaveBlackListHolder | GetLoadoutSaveBlackListHolder () |
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void | SetLoadoutBlackListActiveStates (notnull array< bool > orderedActiveStates, bool clearExistingLoadouts, int editorPlayerIdClearedLoadout=-1) |
| Update BlackList active states (Server only)
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bool | GetLocalPlayerLoadoutAvailable () |
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ScriptInvokerBase< SCR_ArsenalManagerComponent_OnPlayerLoadoutChanged > | GetOnLoadoutUpdated () |
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bool | GetPlayerArsenalLoadout (string playerUID, out SCR_ArsenalPlayerLoadout playerLoadout) |
| Authority side.
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void | SetLoadoutSpawnCostMultiplier_S (float multiplier, int playerID=0) |
| Set the loadout supply multiplier (Server only)
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float | GetCalculatedLoadoutSpawnSupplyCostMultiplier () |
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float | GetLoadoutSpawnSupplyCostMultiplier () |
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ScriptInvokerFloat | GetOnLoadoutSpawnSupplyCostMultiplierChanged () |
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void | SetPlayerArsenalLoadout (int playerId, GameEntity characterEntity, SCR_ArsenalComponent arsenalComponent, SCR_EArsenalSupplyCostType arsenalSupplyType) |
| Authority side.
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override void | EOnInit (IEntity owner) |
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override void | OnPostInit (IEntity owner) |
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SCR_BaseGameMode | GetGameMode () |
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void | OnGameEnd () |
| Called on all machines when the world ends.
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void | OnGameStateChanged (SCR_EGameModeState state) |
| Called when game mode state changes called on all machines.
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void | OnGameModeStart () |
| Called on every machine when game mode starts.
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void | OnGameModeEnd (SCR_GameModeEndData data) |
| Called when game mode ends.
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void | OnPlayerConnected (int playerId) |
| Called after a player is connected.
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void | OnPlayerAuditSuccess (int playerId) |
| Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
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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.
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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.
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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).
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void | OnPlayerRegistered (int playerId) |
| Called on every machine after a player is registered (identity, name etc.).
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void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
| Called after a player is disconnected.
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void | OnPlayerSpawned (int playerId, IEntity controlledEntity) |
| Called after a player is spawned.
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bool | PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
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void | OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
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void | OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
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bool | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) |
| See SCR_BaseGameMode.HandlePlayerKilled.
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void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) |
| Called after a player gets killed.
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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.
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void | OnPlayerDeleted (int playerId, IEntity player) |
| Called after a player gets deleted.
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void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) |
| Called when player role changes.
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void | OnWorldPostProcess (World world) |
| Called once loading of all entities of the world have been finished (still within the loading)
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void | HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout) |
| What happens when a player is assigned a loadout.
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void | HandleOnFactionAssigned (int playerID, Faction assignedFaction) |
| What happens when a player is assigned a faction.
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void | HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint) |
| What happens when a player is assigned a spawn point.
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void | OnControllableSpawned (IEntity entity) |
| When a controllable entity is spawned, this event is raised.
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void | OnControllableDestroyed (notnull SCR_InstigatorContextData instigatorContextData) |
| When a controllable entity is destroyed, this event is raised.
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void | OnControllableDeleted (IEntity entity) |
| Prior to a controllable entity being DELETED, this event is raised.
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void | SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent) |
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void | OnArsenalTypeEnabledChanged () |
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void | OnArsenalGameModeTypeChanged () |
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void | RPC_OnPlayerLoadoutCleared (int playerIdClearedLoadout) |
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void | OnLoadoutSpawnSupplyCostMultiplierChanged () |
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bool | CanSaveLoadout (int playerId, notnull GameEntity characterEntity, FactionAffiliationComponent playerFactionAffiliation, SCR_ArsenalComponent arsenalComponent, bool sendNotificationOnFailed) |
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SCR_PlayerLoadoutData | GetPlayerLoadoutData (GameEntity characterEntity) |
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void | ComputeSuppliesCost (notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, SCR_EArsenalSupplyCostType arsenalSupplyType) |
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void | ComputeStorage (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string storageName, SCR_EArsenalSupplyCostType arsenalSupplyType) |
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void | ComputeStorageEntity (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string entityName, SCR_EArsenalSupplyCostType arsenalSupplyType) |
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void | ComputeEntity (notnull SCR_JsonLoadContext context, notnull SCR_Faction faction, notnull SCR_ArsenalPlayerLoadout playerLoadout, string entityName, SCR_EArsenalSupplyCostType arsenalSupplyType) |
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void | DoSetPlayerLoadout (int playerId, string loadoutString, GameEntity characterEntity, SCR_EArsenalSupplyCostType arsenalSupplyType) |
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override void | OnPlayerAuditSuccess (int playerId) |
| Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
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void | DoSetPlayerHasLoadout (int playerId, bool loadoutValid, bool loadoutChanged, bool notification) |
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void | DoSendPlayerLoadout (int playerId, SCR_PlayerLoadoutData loadoutData) |
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void | DoPlayerClearHasLoadout (int playerId) |
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