Arma Reforger Script API
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Public Member Functions | |
bool | GetEntityCallsignIndexes (IEntity entity, out int companyCallsignIndex, out int platoonCallsignIndex, out int squadCallsignIndex, out int characterCallsignIndex) |
Get the callsign indexes assigned to entity. | |
bool | GetEntityCallsignIndexes (SCR_EditableEntityComponent editableEntity, out int companyCallsignIndex, out int platoonCallsignIndex, out int squadCallsignIndex, out int characterCallsignIndex) |
Get the callsign indexes assigned to entity. | |
bool | GetEntityCallsignNames (IEntity entity, out string companyCallsignName, out string platoonCallsignName, out string squadCallsignName, out string characterCallsignName, out string format) |
Get the callsign names assigned to entity. | |
bool | GetEntityCallsignNames (SCR_EditableEntityComponent editableEntity, out string companyCallsignName, out string platoonCallsignName, out string squadCallsignName, out string characterCallsignName, out string format) |
Get the callsign names assigned to editableEntity. | |
void | AssignCallGroupCallsign (Faction faction, SCR_CallsignGroupComponent masterCallsignComponent, out int companyIndex, out int platoonIndex, out int squadIndex) |
Uses the faction to get available company, platoon and squad index and makes these unavailable so they are not picked until available again. | |
void | AssignRandomGroupCallsigns (Faction faction, out int companyIndex, out int platoonIndex, out int squadIndex) |
void | MakeGroupCallsignAvailible (Faction faction, int companyIndex, int platoonIndex, int squadIndex) |
Makes the given callsign indexes available again for the faction. | |
void | SetPlayerCallsign (int playerId, int companyIndex, int platoonIndex, int squadIndex, int characterNumber, ERoleCallsign characterRole=ERoleCallsign.NONE) |
bool | GetPlayerCallsign (int playerId, out int companyIndex, out int platoonIndex, out int squadIndex, out int characterNumber=-1, out ERoleCallsign characterRole=ERoleCallsign.NONE) |
ScriptInvokerBase< SCR_GroupsManagerComponent_OnPlayerCallsignChanged > | GetOnPlayerCallsignChanged () |
Returns ScriptInvoker on player callsign changed. | |
override void | EOnInit (IEntity owner) |
override void | OnPostInit (IEntity owner) |
void | ~SCR_CallsignManagerComponent () |
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 killer) |
See SCR_BaseGameMode.HandlePlayerKilled. | |
void | OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
Called after a player gets killed. | |
void | OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
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 (IEntity entity, IEntity killerEntity, notnull Instigator killer) |
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) |
Public Attributes | |
SCR_GroupsManagerComponent | m_GroupManager |
Protected Member Functions | |
void | AssignFirstAvailableGroupCallsign (Faction faction, out int companyIndex, out int platoonIndex, out int squadIndex) |
void | AssignCompanySpecificGroupCallsign (Faction faction, out int specificCompanyIndex, out int platoonIndex, out int squadIndex) |
void | RemoveAvailableGroupCallsign (Faction faction, int companyIndex, int platoonIndex, int squadIndex) |
void | AssignRandomDuplicateCallsign (Faction faction, out int company, out int platoon, out int squad) |
If all callsigns are taken then assign a random callsign. This is an edge case safety as otherwise entities will be without callsigns. | |
void | OnPlayerSpawn (int playerId, IEntity playerEntity) |
Assign callsign for players when they are spawned (Server Only) | |
void | OnPlayerLeftGame (int playerId) |
void | FillAvailableCallsigns () |
Protected Attributes | |
ref map< Faction, ref SCR_FactionCallsignData > | m_mAvailableCallsigns = new map<Faction, ref SCR_FactionCallsignData> |
All available callsigns are stored here. | |
ref array< ref array< int > > | m_aDuplicateCallsigns = {} |
Assigned Duplicate callsigns. If all callsigns are assigned then this stores any assigned dupplicates. | |
ref map< int, ref SCR_PlayerCallsignData > | m_mPlayerCallsignData = new map<int, ref SCR_PlayerCallsignData> |
Holds all the callsigns that are assigned to players. | |
ref ScriptInvokerBase< SCR_GroupsManagerComponent_OnPlayerCallsignChanged > | m_OnPlayerCallsignChanged = new ScriptInvokerBase<SCR_GroupsManagerComponent_OnPlayerCallsignChanged>() |
Protected Attributes inherited from SCR_BaseGameModeComponent | |
SCR_BaseGameMode | m_pGameMode |
The game mode entity this component is attached to. | |
void SCR_CallsignManagerComponent.~SCR_CallsignManagerComponent | ( | ) |
void SCR_CallsignManagerComponent.AssignCallGroupCallsign | ( | Faction | faction, |
SCR_CallsignGroupComponent | masterCallsignComponent, | ||
out int | companyIndex, | ||
out int | platoonIndex, | ||
out int | squadIndex | ||
) |
Uses the faction to get available company, platoon and squad index and makes these unavailable so they are not picked until available again.
[in] | faction | faction to assign callsigns |
[out] | companyIndex | to assign |
[out] | platoonIndex | to assign |
[out] | squadIndex | to assign |
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If all callsigns are taken then assign a random callsign. This is an edge case safety as otherwise entities will be without callsigns.
void SCR_CallsignManagerComponent.AssignRandomGroupCallsigns | ( | Faction | faction, |
out int | companyIndex, | ||
out int | platoonIndex, | ||
out int | squadIndex | ||
) |
[in] | faction | |
[out] | companyIndex | |
[out] | platoonIndex | |
[out] | squadIndex |
override void SCR_CallsignManagerComponent.EOnInit | ( | IEntity | owner | ) |
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bool SCR_CallsignManagerComponent.GetEntityCallsignIndexes | ( | IEntity | entity, |
out int | companyCallsignIndex, | ||
out int | platoonCallsignIndex, | ||
out int | squadCallsignIndex, | ||
out int | characterCallsignIndex | ||
) |
Get the callsign indexes assigned to entity.
[in] | entity | IEntity to get callsign off |
[out] | company | index |
[out] | platoon | index |
[out] | squad | index |
[out] | character | index, either role or character index, will return -1 if not a character |
bool SCR_CallsignManagerComponent.GetEntityCallsignIndexes | ( | SCR_EditableEntityComponent | editableEntity, |
out int | companyCallsignIndex, | ||
out int | platoonCallsignIndex, | ||
out int | squadCallsignIndex, | ||
out int | characterCallsignIndex | ||
) |
Get the callsign indexes assigned to entity.
[in] | editableEntity | SCR_EditableEntityComponent to get callsign off |
[out] | company | index |
[out] | platoon | index |
[out] | squad | index |
[out] | character | index, either role or character index, will return -1 if not a character |
bool SCR_CallsignManagerComponent.GetEntityCallsignNames | ( | IEntity | entity, |
out string | companyCallsignName, | ||
out string | platoonCallsignName, | ||
out string | squadCallsignName, | ||
out string | characterCallsignName, | ||
out string | format | ||
) |
Get the callsign names assigned to entity.
[in] | entity | IEntity to get callsign off |
[out] | company | name |
[out] | platoon | name |
[out] | squad | name |
[out] | character | name (Optinal if callsign assigned to a character) |
[out] | format |
bool SCR_CallsignManagerComponent.GetEntityCallsignNames | ( | SCR_EditableEntityComponent | editableEntity, |
out string | companyCallsignName, | ||
out string | platoonCallsignName, | ||
out string | squadCallsignName, | ||
out string | characterCallsignName, | ||
out string | format | ||
) |
Get the callsign names assigned to editableEntity.
[in] | editableEntity | SCR_EditableEntityComponent to get callsign off |
[out] | company | name |
[out] | platoon | name |
[out] | squad | name |
[out] | character | name (Optinal if callsign assigned to a character) |
[out] | format |
ScriptInvokerBase< SCR_GroupsManagerComponent_OnPlayerCallsignChanged > SCR_CallsignManagerComponent.GetOnPlayerCallsignChanged | ( | ) |
Returns ScriptInvoker on player callsign changed.
bool SCR_CallsignManagerComponent.GetPlayerCallsign | ( | int | playerId, |
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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[in] | playerId | |
[out] | companyIndex | |
[out] | platoonIndex | |
[out] | squadIndex | |
[out] | characterNumber | |
[out] | characterRole |
void SCR_CallsignManagerComponent.MakeGroupCallsignAvailible | ( | Faction | faction, |
int | companyIndex, | ||
int | platoonIndex, | ||
int | squadIndex | ||
) |
Makes the given callsign indexes available again for the faction.
Called when the entity with the callsign is destroyed or switches factions
[in] | faction | faction of callsigns |
[in] | companyIndex | to make available |
[in] | platoonIndex | to make available |
[in] | squadIndex | to make available |
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Assign callsign for players when they are spawned (Server Only)
override void SCR_CallsignManagerComponent.OnPostInit | ( | IEntity | owner | ) |
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void SCR_CallsignManagerComponent.SetPlayerCallsign | ( | int | playerId, |
int | companyIndex, | ||
int | platoonIndex, | ||
int | squadIndex, | ||
int | characterNumber, | ||
ERoleCallsign | characterRole = ERoleCallsign::NONE |
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[in] | playerId | |
[in] | companyIndex | |
[in] | platoonIndex | |
[in] | squadIndex | |
[in] | characterNumber | |
[in] | characterRole |
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Assigned Duplicate callsigns. If all callsigns are assigned then this stores any assigned dupplicates.
SCR_GroupsManagerComponent SCR_CallsignManagerComponent.m_GroupManager |
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All available callsigns are stored here.
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Holds all the callsigns that are assigned to players.
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