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| SCR_CampaignFaction | GetEnemyFaction (notnull SCR_CampaignFaction alliedFaction) |
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| SCR_CampaignFaction | GetCampaignFactionByKey (string factionKey) |
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| SCR_CampaignFaction | GetCampaignFactionByIndex (int index) |
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| int | GetRankRequestCooldown (SCR_ECharacterRank rankID, int playerID) |
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| int | GetRankRadioRespawnCooldown (SCR_ECharacterRank rankID, int playerID) |
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| int | GetRankFastTravelCooldown (SCR_ECharacterRank rankID, int playerID) |
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| ScriptInvoker | GetOnPlayerFactionCountChanged () |
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| ScriptInvokerFaction | GetOnFactionTasksEnabledChanged () |
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| ScriptInvokerBase< SCR_FactionManager_PlayerFactionChanged > | GetOnPlayerFactionChanged_S () |
| | return Script invoker on player faction changed (Server only)
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| void | UpdateCustomLoadoutSupportState (SCR_LoadoutManager loadoutMgr) |
| | Forces all factions to reevaluate if they support players saving custom loadouts.
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| bool | SetPlayerFaction (notnull SCR_ChimeraCharacter character, notnull Faction faction) |
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| SCR_RankContainer | GetFactionRanks (int playerId) |
| | Return affiliated ranks of a faction the player is affiliated with.
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| Faction | GetPlayerFaction (int playerId) |
| | Return affiliated faction of provided player by their id.
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| Faction | GetLocalPlayerFaction () |
| | Return affiliated faction of local player.
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| int | GetFactionPlayerCount (Faction faction) |
| | Returns current count of players assigned to the provided faction.
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| int | GetSortedFactionsList (out notnull SCR_SortedArray< SCR_Faction > outFactions) |
| | Get factions sorted according to their own custom order.
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| override void | EOnInit (IEntity owner) |
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| void | SCR_FactionManager (IEntitySource src, IEntity parent) |
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| void | ~SCR_FactionManager () |
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| bool | CanChangeFactionsPlayable () |
| | Check if the faction is playable.
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| void | SetFactionTasksEnabled (notnull SCR_Faction faction, bool isTasksEnabled) |
| | Set whether a faction should receive tasks/objectives.
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| void | SetFactionsFriendly (notnull SCR_Faction factionA, notnull SCR_Faction factionB, int playerChanged=-1, bool updateAIs=true) |
| | Set given factions friendly towards eachother (Replicated if called by server) It is possible to set the same faction friendly towards itself to prevent faction infighting.
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| void | SetFactionFriendlyOneWay (notnull SCR_Faction factionA, notnull SCR_Faction factionB, bool updateAIs=true) |
| | Sets first faction to be friendly to the second faction, ONE WAY ONLY!
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| void | SetFactionsHostile (notnull SCR_Faction factionA, notnull SCR_Faction factionB, int playerChanged=-1, bool updateAIs=true) |
| | Set given factions hostile towards eachother (Replicated if called by server) It is possible to set the same faction hostile towards itself to allow faction infighting.
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| void | UpdatePlayerFaction_S (SCR_PlayerFactionAffiliationComponent playerFactionComponent) |
| | Authority: Update player faction info for target player with their up-to-date state.
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| proto external Faction | GetFactionByKey (FactionKey factionKey) |
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| proto external Faction | GetFactionByIndex (int index) |
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| proto external int | GetFactionIndex (Faction faction) |
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| proto external int | GetFactionsCount () |
| | Returns the number of available factions stored in this manager or 0 if none.
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| proto external int | GetFactionsList (out notnull array< Faction > outFactions) |
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| static Faction | SGetFaction (IEntity entity) |
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| static Faction | SGetPlayerFaction (int playerId) |
| | Return affiliated faction of provided player by their id.
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| static Faction | SGetLocalPlayerFaction () |
| | Return affiliated faction of local player.
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| static int | SGetFactionPlayerCount (Faction faction) |
| | Return count of players assigned to the provided faction.
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| static void | RequestUpdateAllTargetsFactions () |
| | Update all AI perception.
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| void | OnPlayerFactionInfoChanged () |
| | Update local player faction mapping.
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| void | RPC_UpdatePlayerLimit (FactionKey factionKey, int playerLimit) |
| | Update server player limit to clients.
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| void | OnPlayerFactionSet_S (SCR_PlayerFactionAffiliationComponent playerComponent, Faction faction) |
| | Authority: Event raised when provided player component has a faction set.
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| void | OnPlayerFactionCountChanged (Faction faction, int newCount) |
| | Anyone: Event raised when provided faction's player count changes.
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| override void | EOnFixedFrame (IEntity owner, float timeSlice) |
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| void | RpcDo_SetFactionTasksEnabled (string factionKey, bool isTasksEnabled) |
| | Set whether a faction should receive tasks/objectives for the whole server.
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| void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
| | Authority: Handle disconnected player.
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| override bool | RplSave (ScriptBitWriter writer) |
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| override bool | RplLoad (ScriptBitReader reader) |
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| map< FactionKey, int > | GetFactionLimitMapCLI () |
| | Authority: Retrieves player limit for listed factions from command line Format is Faction:Limit seperated by comma, e.g.
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| bool | m_bCanChangeFactionsPlayable |
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| ref SCR_RankContainer | m_DefaultRanks |
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| ref SCR_SortedArray< SCR_Faction > | m_SortedFactions = new SCR_SortedArray<SCR_Faction>() |
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| ref map< string, ref array< string > > | m_aAncestors = new map<string, ref array<string>>() |
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| ref array< ref SCR_PlayerFactionInfo > | m_aPlayerFactionInfo = {} |
| | List of all player faction infos in no particular order. Maintained by the authority.
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| ref map< int, int > | m_PreviousPlayerFactions = new map<int, int>() |
| | Map of previous players <playerId : factionIndex>.
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| ref set< int > | m_ChangedFactions = new set<int>() |
| | List of indices of factions whose count has changed since last update.
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| ref map< int, ref SCR_PlayerFactionInfo > | m_MappedPlayerFactionInfo = new map<int, ref SCR_PlayerFactionInfo>() |
| | Local mapping of playerId to player faction info.
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| ref map< int, int > | m_PlayerCount = new map<int, int>() |
| | Mapping of faction id : player count.
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| ref ScriptInvoker | s_OnPlayerFactionCountChanged = new ScriptInvoker() |
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| ref ScriptInvokerFaction | m_OnFactionTaskEnabledChanged |
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| ref ScriptInvokerBase< SCR_FactionManager_PlayerFactionChanged > | m_OnPlayerFactionChanged |
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| ref map< FactionKey, int > | m_mPendingLimitUpdates |
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