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Arma Reforger Script API
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Component of assigning and storing squad names. More...
Public Member Functions | |
| override void | InitOnServer (IEntity owner) |
| bool | IsUniqueRoleInUse (int roleToCheck) |
| Check if unique role is in use by Players or AI in group None Unique roles are not checked Will always check Master if group is slave. | |
| override bool | GetCallsignNames (out string company, out string platoon, out string squad, out string character, out string format) |
| Get the callsign names assigned. | |
| override 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. | |
| void | DoAssignCallsign (int company, int platoon, int squad) |
| void | FactionInit (Faction faction, bool isFactionChange=false) |
| On Group init and faction change. | |
| override bool | RplSave (ScriptBitWriter writer) |
| override bool | RplLoad (ScriptBitReader reader) |
| void | ~SCR_CallsignGroupComponent () |
Public Member Functions inherited from SCR_CallsignBaseComponent | |
| ScriptInvokerBase< SCR_CallsignBaseComponent_OnCallsignChanged > | GetOnCallsignChanged () |
| override void | EOnInit (IEntity owner) |
| override void | OnPostInit (IEntity owner) |
Protected Member Functions | |
| void | OnPlayerAddedToGroup (SCR_AIGroup aiGroup, int playerID) |
| void | OnPlayerRemovedFromGroup (SCR_AIGroup aiGroup, int playerID) |
| void | OnPlayerLeaderAssigned (int groupID, int playerID) |
| void | UpdatePlayerRoles () |
| void | AssignPlayerCallsign (int playerID, int characterCallsign=-1) |
| void | UpdateAllCharacterRoleCallsigns () |
| void | OnAILeaderAssigned (AIAgent currentLeader, AIAgent prevLeader) |
| void | ReplaceAILeaderRole (AIAgent currentLeader, AIAgent prevLeader) |
| void | OnAIAddedToGroup (notnull AIAgent character) |
| void | OnAIRemovedFromGroup (SCR_AIGroup group, AIAgent character) |
| void | AssignAICallsign (AIAgent character, SCR_CallsignCharacterComponent characterCallsignComponent, int characterCallsign=-1) |
| void | MakeAIRoleAvailable (int roleIndex) |
| void | AssignGroupCallsign () |
| void | AssignCallsignBroadcast (int company, int platoon, int squad) |
| void | OnFactionChanged (Faction faction) |
Protected Member Functions inherited from SCR_CallsignBaseComponent | |
| void | ClearCallsigns () |
| bool | SetCallsignInfo () |
Protected Attributes | |
| bool | m_bGroupInitCalled |
| SCR_AIGroup | m_Group |
| ref map< int, AIAgent > | m_mAICallsigns = new map<int, AIAgent>() |
| Keeps track of AI callsigns in group. | |
| ref map< int, AIAgent > | m_mAIRoleCallsigns = new map<int, AIAgent>() |
| Keeps track of specific AI role callsigns in group. | |
| ref map< int, int > | m_mPlayerCallsigns = new map<int, int>() |
| Keeps track of player callsigns in group <Callsign, PlayerID>. Player callsigns never change. | |
| ref map< int, int > | m_mPlayerRoleCallsigns = new map<int, int>() |
| Keeps track of specific AI role callsigns in group. map<RoleID, PlayerID> | |
| bool | m_bIsSlave |
| SCR_AIGroup | m_MasterGroup |
| SCR_CallsignGroupComponent | m_MasterGroupCallsignComponent |
Protected Attributes inherited from SCR_CallsignBaseComponent | |
| 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>() |
Static Protected Attributes | |
| const int | iLEADER_ROLE_CHARACTER_CALLSIGN = 1 |
Component of assigning and storing squad names.
| void SCR_CallsignGroupComponent.~SCR_CallsignGroupComponent | ( | ) |
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| void SCR_CallsignGroupComponent.DoAssignCallsign | ( | int | company, |
| int | platoon, | ||
| int | squad ) |
| void SCR_CallsignGroupComponent.FactionInit | ( | Faction | faction, |
| bool | isFactionChange = false ) |
On Group init and faction change.
| [in] | faction | |
| [in] | isFactionChange |
| override bool SCR_CallsignGroupComponent.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 |
Implements SCR_CallsignBaseComponent.
| override bool SCR_CallsignGroupComponent.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 |
Implements SCR_CallsignBaseComponent.
| override void SCR_CallsignGroupComponent.InitOnServer | ( | IEntity | owner | ) |
Implements SCR_CallsignBaseComponent.
| bool SCR_CallsignGroupComponent.IsUniqueRoleInUse | ( | int | roleToCheck | ) |
Check if unique role is in use by Players or AI in group None Unique roles are not checked Will always check Master if group is slave.
| roleToCheck | Role to check if it is in use |
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| override bool SCR_CallsignGroupComponent.RplLoad | ( | ScriptBitReader | reader | ) |
| override bool SCR_CallsignGroupComponent.RplSave | ( | ScriptBitWriter | writer | ) |
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Keeps track of AI callsigns in group.
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Keeps track of specific AI role callsigns in group.
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Keeps track of player callsigns in group <Callsign, PlayerID>. Player callsigns never change.
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Keeps track of specific AI role callsigns in group. map<RoleID, PlayerID>