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 | 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 | |
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 | 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 () |
void | InitOnServer (IEntity owner) |
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> | |
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.FactionInit | ( | Faction | faction, |
bool | isFactionChange = false |
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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 , |
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out ERoleCallsign | characterRole = ERoleCallsign::NONE |
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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 | ||
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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>