Arma Reforger Script API
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Public Member Functions | Protected Member Functions | List of all members
SCR_BaseGameModeStateComponent Interface Reference

Base component for handling game mode states. More...

Inheritance diagram for SCR_BaseGameModeStateComponent:
[legend]

Public Member Functions

bool GetAllowControls ()
 
float GetDuration ()
 
bool CanAdvanceState (SCR_EGameModeState nextState)
 Called on authority to check if transition to next state can occur in current step.
 
override void OnGameStateChanged (SCR_EGameModeState state)
 Called when game mode state changes called on all machines.
 
SCR_EGameModeState GetAffiliatedState ()
 Called on the authority when created to assign state this component belongs to.
 
- Public Member Functions inherited from SCR_BaseGameModeComponent
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 OnPlayerAuditSuccess (int playerId)
 Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
 
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)
 

Protected Member Functions

void OnStateEntered ()
 Called when game mode transitions into the state this component represents.
 

Additional Inherited Members

- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Detailed Description

Base component for handling game mode states.

Member Function Documentation

◆ CanAdvanceState()

bool SCR_BaseGameModeStateComponent.CanAdvanceState ( SCR_EGameModeState  nextState)

Called on authority to check if transition to next state can occur in current step.

Parameters
[in]nextStateThe state to transition into.

Implemented in SCR_GameGameModeStateComponent, and SCR_PreGameGameModeStateComponent.

◆ GetAffiliatedState()

SCR_EGameModeState SCR_BaseGameModeStateComponent.GetAffiliatedState ( )

Called on the authority when created to assign state this component belongs to.

Implemented in SCR_GameGameModeStateComponent, SCR_PostGameGameModeStateComponent, and SCR_PreGameGameModeStateComponent.

◆ GetAllowControls()

bool SCR_BaseGameModeStateComponent.GetAllowControls ( )
Returns
false on authority if controls for this state should be disabled.

Implemented in SCR_GameGameModeStateComponent, SCR_PostGameGameModeStateComponent, and SCR_PreGameGameModeStateComponent.

◆ GetDuration()

float SCR_BaseGameModeStateComponent.GetDuration ( )
Returns
the expected duration of this state or 0 if none.

Implemented in SCR_GameGameModeStateComponent, and SCR_PreGameGameModeStateComponent.

◆ OnGameStateChanged()

override void SCR_BaseGameModeStateComponent.OnGameStateChanged ( SCR_EGameModeState  state)

Called when game mode state changes called on all machines.

Parameters
[in]stateNew state game mode transitioned into.

Implements SCR_BaseGameModeComponent.

◆ OnStateEntered()

void SCR_BaseGameModeStateComponent.OnStateEntered ( )
protected

Called when game mode transitions into the state this component represents.


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