Arma Reforger Script API
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Public Member Functions | Static Public Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_CommandingManagerComponent Interface Reference
Inheritance diagram for SCR_CommandingManagerComponent:
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Public Member Functions

ResourceName GetGroupPrefab ()
 
void SCR_CommandingManagerComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
override void OnPostInit (IEntity owner)
 
void InitiateCommandMaps ()
 
void ResetSlaveGroupWaypoints (int playerId, IEntity player)
 Gets called when player respawns so the newly recruited AIs dont follow the old waypoints from orders.
 
void RequestCommandExecution (int commandIndex, RplId cursorTargetID, RplId groupRplID, vector targetPosition, int playerID, float seed)
 Called on server.
 
void RPC_DoExecuteCommand (int commandIndex, RplId cursorTargetID, RplId groupRplID, vector targetPosition, int playerID, float seed)
 
void PlayCommanderSound (int playerID, int commandIndex, float seed)
 
SCR_BaseRadialCommand FindCommand (string commandName)
 
int FindCommandIndex (string commandName)
 
string GetCommandSoundEventName (int commandIndex)
 
float GetCommandSoundEventSeed (int commandIndex)
 
string FindCommandNameFromIndex (int commandIndex)
 
bool CanShowCommand (string commandName)
 
bool CanShowOnMap (string commandName)
 
SCR_PlayerCommandsConfig GetCommandsConfig ()
 
int GetMaxAIPerGroup ()
 
void SetMaxAIPerGroup (int max)
 
- 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)
 

Static Public Member Functions

static SCR_CommandingManagerComponent GetInstance ()
 

Protected Attributes

ResourceName m_sAIGroupPrefab
 
ResourceName m_sCommandsConfigPath
 
int m_iMaxAIPerGroup
 
SCR_PlayerCommandsConfig m_CommandsConfig
 
ref array< ref SCR_BaseRadialCommandm_aCommands
 
ref map< string, ref SCR_BaseRadialCommandm_mNameCommand = new map<string, ref SCR_BaseRadialCommand>()
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

static SCR_CommandingManagerComponent s_Instance
 
static const int NORMAL_PRIORITY = 50
 

Constructor & Destructor Documentation

◆ SCR_CommandingManagerComponent()

void SCR_CommandingManagerComponent.SCR_CommandingManagerComponent ( IEntityComponentSource  src,
IEntity  ent,
IEntity  parent 
)
Parameters
[in]src
[in]ent
[in]parent

Member Function Documentation

◆ CanShowCommand()

bool SCR_CommandingManagerComponent.CanShowCommand ( string  commandName)
Parameters
[in]commandName
Returns

◆ CanShowOnMap()

bool SCR_CommandingManagerComponent.CanShowOnMap ( string  commandName)
Parameters
[in]commandName
Returns

◆ FindCommand()

SCR_BaseRadialCommand SCR_CommandingManagerComponent.FindCommand ( string  commandName)
Parameters
[in]commandName
Returns

◆ FindCommandIndex()

int SCR_CommandingManagerComponent.FindCommandIndex ( string  commandName)
Parameters
[in]commandName
Returns

◆ FindCommandNameFromIndex()

string SCR_CommandingManagerComponent.FindCommandNameFromIndex ( int  commandIndex)
Parameters
[in]commandIndex
Returns

◆ GetCommandsConfig()

SCR_PlayerCommandsConfig SCR_CommandingManagerComponent.GetCommandsConfig ( )
Returns

◆ GetCommandSoundEventName()

string SCR_CommandingManagerComponent.GetCommandSoundEventName ( int  commandIndex)
Parameters
[in]commandIndex
Returns

◆ GetCommandSoundEventSeed()

float SCR_CommandingManagerComponent.GetCommandSoundEventSeed ( int  commandIndex)
Parameters
[in]commandIndex
Returns

◆ GetGroupPrefab()

ResourceName SCR_CommandingManagerComponent.GetGroupPrefab ( )
Returns

◆ GetInstance()

static SCR_CommandingManagerComponent SCR_CommandingManagerComponent.GetInstance ( )
static
Returns

◆ GetMaxAIPerGroup()

int SCR_CommandingManagerComponent.GetMaxAIPerGroup ( )
Returns

◆ InitiateCommandMaps()

void SCR_CommandingManagerComponent.InitiateCommandMaps ( )

◆ OnPostInit()

override void SCR_CommandingManagerComponent.OnPostInit ( IEntity  owner)

◆ PlayCommanderSound()

void SCR_CommandingManagerComponent.PlayCommanderSound ( int  playerID,
int  commandIndex,
float  seed 
)
Parameters
[in]playerID
[in]commandIndex

◆ RequestCommandExecution()

void SCR_CommandingManagerComponent.RequestCommandExecution ( int  commandIndex,
RplId  cursorTargetID,
RplId  groupRplID,
vector  targetPosition,
int  playerID,
float  seed 
)

Called on server.

Parameters
[in]commandIndex
[in]cursorTargetID
[in]groupRplID
[in]targetPosition
[in]playerID

◆ ResetSlaveGroupWaypoints()

void SCR_CommandingManagerComponent.ResetSlaveGroupWaypoints ( int  playerId,
IEntity  player 
)

Gets called when player respawns so the newly recruited AIs dont follow the old waypoints from orders.

Parameters
[in]playerId
[in]player

◆ RPC_DoExecuteCommand()

void SCR_CommandingManagerComponent.RPC_DoExecuteCommand ( int  commandIndex,
RplId  cursorTargetID,
RplId  groupRplID,
vector  targetPosition,
int  playerID,
float  seed 
)
Parameters
[in]commandIndex
[in]cursorTargetID
[in]groupRplID
[in]targetPosition
[in]playerID

◆ SetMaxAIPerGroup()

void SCR_CommandingManagerComponent.SetMaxAIPerGroup ( int  max)
Parameters
[in]max

Member Data Documentation

◆ m_aCommands

ref array<ref SCR_BaseRadialCommand> SCR_CommandingManagerComponent.m_aCommands
protected

◆ m_CommandsConfig

SCR_PlayerCommandsConfig SCR_CommandingManagerComponent.m_CommandsConfig
protected

◆ m_iMaxAIPerGroup

int SCR_CommandingManagerComponent.m_iMaxAIPerGroup
protected

◆ m_mNameCommand

ref map<string, ref SCR_BaseRadialCommand> SCR_CommandingManagerComponent.m_mNameCommand = new map<string, ref SCR_BaseRadialCommand>()
protected

◆ m_sAIGroupPrefab

ResourceName SCR_CommandingManagerComponent.m_sAIGroupPrefab
protected

◆ m_sCommandsConfigPath

ResourceName SCR_CommandingManagerComponent.m_sCommandsConfigPath
protected

◆ NORMAL_PRIORITY

const int SCR_CommandingManagerComponent.NORMAL_PRIORITY = 50
staticprotected

◆ s_Instance

SCR_CommandingManagerComponent SCR_CommandingManagerComponent.s_Instance
staticprotected

The documentation for this interface was generated from the following file: