Arma Reforger Script API
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SCR_AutoSpawnLogic Interface Reference
Inheritance diagram for SCR_AutoSpawnLogic:
SCR_SpawnLogic

Public Member Functions

override void OnPlayerAuditSuccess_S (int playerId)
 
override void OnPlayerEntityLost_S (int playerId)
 Called whenever provided player loses controlled entity, this can occur e.g.
 
override void OnPlayerSpawnFailed_S (int playerId)
 
- Public Member Functions inherited from SCR_SpawnLogic
void OnInit (SCR_RespawnSystemComponent owner)
 
void OnPlayerRegistered_S (int playerId)
 
void OnPlayerDisconnected_S (int playerId, KickCauseCode cause, int timeout)
 
void OnPlayerSpawnRequest_S (SCR_SpawnRequestComponent requestComponent)
 
void OnPlayerSpawnResponse_S (SCR_SpawnRequestComponent requestComponent, SCR_ESpawnResult response)
 
void OnPlayerSpawned_S (int playerId, IEntity entity)
 
void OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity)
 
void OnPlayerKilled_S (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 
void OnPlayerDeleted_S (int playerId, bool isDisconnect)
 
void StoreControlledEntityIds (notnull SCR_PlayerController playerController, UUID playerCharacterId, UUID controlledCharacterId)
 
SCR_RespawnComponent GetPlayerRespawnComponent_S (int playerId)
 
SCR_RespawnComponent GetLocalPlayerRespawnComponent ()
 
SCR_PlayerFactionAffiliationComponent GetPlayerFactionComponent_S (int playerId)
 
SCR_PlayerLoadoutComponent GetPlayerLoadoutComponent_S (int playerId)
 

Protected Member Functions

override void DoSpawn_S (int playerId)
 Implement the actual spawn behaviour.
 
bool GetForcedFaction (out Faction faction)
 
bool GetForcedLoadout (out SCR_BasePlayerLoadout loadout)
 
- Protected Member Functions inherited from SCR_SpawnLogic
void SetupPersistenceCollections (SCR_RespawnSystemComponent owner)
 Override with your own collection name if customized.
 
void NotifyPlayerReadyForSpawn (int playerId)
 Notify the target player that they are ready for spawn.
 
void ApplyPendingPosession (int playerId)
 
void ExcuteInitialLoadOrSpawn_S (int playerId)
 
void RequestPlayerData_S (int playerId)
 
void OnPlayerDataLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context)
 
void OnPlayerCharacterLoaded_S (EPersistenceStatusCode statusCode, Managed result, bool isLast, Managed context)
 
void OnControlledCharacterAvailable (Managed instance, PersistenceDeferredDeserializeTask task, bool expired, Managed context)
 
bool ConsumeControlledEntityIds (notnull SCR_PlayerController playerController, out UUID playerCharacterId, out UUID controlledCharacterId)
 
bool ForgetControlledEntityIds (notnull SCR_PlayerController playerController)
 
void DoInitialSpawn_S (int playerId)
 
bool ResolveReconnection (int playerId)
 Resolves spawn using the SCR_ReconnectComponent for player of given playerId.
 
bool HandlePlayFromCamera ()
 

Protected Attributes

FactionKey m_sForcedFaction
 
string m_sForcedLoadout
 
- Protected Attributes inherited from SCR_SpawnLogic
SCR_ESpawnLogicDisconnectBehaviour m_eDisconnectPlayerControllerBehaviour
 
SCR_ESpawnLogicDisconnectBehaviour m_eDisconnectCharacterBehaviour
 
SCR_RespawnSystemComponent m_RespawnSystem
 
SCR_PersistenceSystem m_Persistence
 
PersistenceCollection m_PlayerCollection
 
PersistenceCollection m_CharacterCollection
 
ref array< ref Tuple3< SCR_PlayerController, UUID, UUID > > m_aStoredControlledEntityIds = {}
 
ref map< int, UUID > m_mPendingPosessions = new map<int, UUID>()
 

Additional Inherited Members

- Static Protected Attributes inherited from SCR_SpawnLogic
static vector s_vPlayFromCameraPos
 
static vector s_vPlayFromCameraYpr
 

Member Function Documentation

◆ DoSpawn_S()

override void SCR_AutoSpawnLogic.DoSpawn_S ( int playerId)
protected

Implement the actual spawn behaviour.

Implements SCR_SpawnLogic.

◆ GetForcedFaction()

bool SCR_AutoSpawnLogic.GetForcedFaction ( out Faction faction)
protected

◆ GetForcedLoadout()

bool SCR_AutoSpawnLogic.GetForcedLoadout ( out SCR_BasePlayerLoadout loadout)
protected

◆ OnPlayerAuditSuccess_S()

override void SCR_AutoSpawnLogic.OnPlayerAuditSuccess_S ( int playerId)

Implements SCR_SpawnLogic.

◆ OnPlayerEntityLost_S()

override void SCR_AutoSpawnLogic.OnPlayerEntityLost_S ( int playerId)

Called whenever provided player loses controlled entity, this can occur e.g.

when a player dies or their entity is deleted.

Implements SCR_SpawnLogic.

◆ OnPlayerSpawnFailed_S()

override void SCR_AutoSpawnLogic.OnPlayerSpawnFailed_S ( int playerId)

Implements SCR_SpawnLogic.

Member Data Documentation

◆ m_sForcedFaction

FactionKey SCR_AutoSpawnLogic.m_sForcedFaction
protected

◆ m_sForcedLoadout

string SCR_AutoSpawnLogic.m_sForcedLoadout
protected

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