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Arma Reforger Script API
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Component of assigning and storing squad names. More...
Public Member Functions | |
| bool | GetCallsignNames (out string company, out string platoon, out string squad, out string character, out string format) |
| Get the callsign names assigned. | |
| bool | GetCallsignIndexes (out int companyIndex, out int platoonIndex, out int squadIndex, out int characterNumber=-1, out ERoleCallsign characterRole=ERoleCallsign.NONE) |
| Get the callsign indexes assigned. | |
| ScriptInvokerBase< SCR_CallsignBaseComponent_OnCallsignChanged > | GetOnCallsignChanged () |
| override void | EOnInit (IEntity owner) |
| override void | OnPostInit (IEntity owner) |
Protected Member Functions | |
| void | ClearCallsigns () |
| bool | SetCallsignInfo () |
| void | InitOnServer (IEntity owner) |
Protected Attributes | |
| Faction | m_Faction |
| SCR_FactionCallsignInfo | m_CallsignInfo |
| int | m_iCompanyCallsign = -1 |
| int | m_iPlatoonCallsign = -1 |
| int | m_iSquadCallsign = -1 |
| bool | m_bIsServer |
| SCR_CallsignManagerComponent | m_CallsignManager |
| ref ScriptInvokerBase< SCR_CallsignBaseComponent_OnCallsignChanged > | Event_OnCallsignChanged = new ScriptInvokerBase<SCR_CallsignBaseComponent_OnCallsignChanged>() |
Component of assigning and storing squad names.
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Implemented in SCR_CallsignCharacterComponent.
| override void SCR_CallsignBaseComponent.EOnInit | ( | IEntity | owner | ) |
| bool SCR_CallsignBaseComponent.GetCallsignIndexes | ( | out int | companyIndex, |
| out int | platoonIndex, | ||
| out int | squadIndex, | ||
| out int | characterNumber = -1, | ||
| out ERoleCallsign | characterRole = ERoleCallsign::NONE ) |
Get the callsign indexes assigned.
| [out] | companyIndex | company index. Eg: Company Alpha is index 0 and Beta is index 1 |
| [out] | platoonIndex | platoon index. Is an index similar to how Company works. |
| [out] | squadIndex | squad index. Is an index similar to how Company works. |
| [out] | characterNumber | character callsign number. This is not an index. Soldier 1 will have character 1. The second soldier in the group will have character 2. Will return -1 if component is on a group |
| [out] | characterRole | Character role number, roles can be checked with ERoleCallsign eg: characterRole == ERoleCallsign.SQUAD_LEADER will let you know if the character is a squad leader etc. Will return -1 if component is on a group |
Implemented in SCR_CallsignCharacterComponent, and SCR_CallsignGroupComponent.
| bool SCR_CallsignBaseComponent.GetCallsignNames | ( | out string | company, |
| out string | platoon, | ||
| out string | squad, | ||
| out string | character, | ||
| out string | format ) |
Get the callsign names assigned.
| [out] | company | Company name |
| [out] | platoon | Platoon name |
| [out] | squad | Squad name |
| [out] | character | Character name (Optional if callsign assigned to a character). Will return Role name if any role is assigned to the character |
| [out] | format | Format of callsign |
Implemented in SCR_CallsignCharacterComponent, and SCR_CallsignGroupComponent.
| ScriptInvokerBase< SCR_CallsignBaseComponent_OnCallsignChanged > SCR_CallsignBaseComponent.GetOnCallsignChanged | ( | ) |
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Implemented in SCR_CallsignGroupComponent.
| override void SCR_CallsignBaseComponent.OnPostInit | ( | IEntity | owner | ) |
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