Arma Reforger Script API
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Public Member Functions | |
void | ShowSubtitles (array< string > metadata) |
void | SetCallsignSignals (int company, int platoon, int squad, int character, int characterRole) |
void | SoundEventHit (bool critical, EDamageType damageType) |
Schedule and prioritise appropriate injury sounds to be played. | |
void | DelayedSoundEventPriority (string eventName, SCR_ECommunicationSoundEventPriority priority, int delayMS, EDamageType damageType=EDamageType.TRUE) |
Schedule and prioritise appropriate injury sounds to be played. | |
void | PlayDelayedSoundEventPriority () |
Plays the delayed sound event requested via DelayedSoundEventPriority. | |
void | SoundEventDeath (bool silent) |
Called by damage manager when character dies. | |
OnSoundEventStartedInvoker | GetOnSoundEventStarted () |
OnSoundEventFinishedInvoker | GetOnSoundEventFinished () |
override void | OnPostInit (IEntity owner) |
Called after all components are initialized. | |
override void | HandleMetadata (array< string > metadata, int priority, float distance) |
override void | OnSoundEventStarted (string eventName, AudioHandle handle, int priority) |
override void | OnSoundEventFinished (string eventName, AudioHandle handle, int priority, bool terminated) |
void | SCR_CommunicationSoundComponent (IEntityComponentSource src, IEntity ent, IEntity parent) |
void | ~SCR_CommunicationSoundComponent () |
Public Member Functions inherited from CommunicationSoundComponent | |
proto external void | GetMetadata (AudioHandle handle, out notnull array< string > metadata) |
Get list of metadata. Last item in array is 'textFormat'. | |
proto external void | SoundEventPriority (string eventName, int priority, bool ignoreQueue=false) |
Add a soundevent with priority to the priority queue which will be played in order of priority. | |
void | OnSoundEventFinished (string eventName, AudioHandle handle, int priority, bool terminated) |
void | OnSoundEventStarted (string eventName, AudioHandle handle, int priority) |
Public Member Functions inherited from SoundComponent | |
proto external AudioHandle | SoundEvent (string eventName) |
Play a sound from the owner entity's position. | |
proto external AudioHandle | SoundEventTransform (string eventName, vector transf[]) |
Play a sound from a set transformation. | |
proto external AudioHandle | SoundEventBone (string eventName, string bone) |
Play a sound from the owner entity's position. | |
proto external AudioHandle | SoundEventOffset (string eventName, vector offset) |
Play a sound with a given offset from the owner entity. | |
Public Member Functions inherited from SimpleSoundComponent | |
proto external void | EnableDynamicSimulation (bool value) |
Enables the dynamic simulation. | |
proto external void | SetScriptedMethodsCall (bool state) |
Set flag for script callbacks. | |
proto external bool | IsScriptedMethodsCallEnabled () |
TRUE when flag for script callbacks is set. | |
proto external IEntity | GetOwner () |
Static Public Member Functions | |
static void | SetSubtitiles () |
Static Public Attributes | |
static const int | DEFAULT_EVENT_PRIORITY_DELAY = 100 |
Protected Attributes | |
SignalsManagerComponent | m_SignalsManagerComponent |
string | m_sDelayedSoundEvent |
SCR_ECommunicationSoundEventPriority | m_eDelayedSoundEventPriority |
EDamageType | m_eEDamageType |
int | m_iHitScreamIntensity |
ref OnSoundEventStartedInvoker | m_OnSoundEventStarted |
ref OnSoundEventFinishedInvoker | m_OnSoundEventFinished |
int | m_iDamageTypeSignalIdx |
int | m_iHitScreamIntensitySignalIdx |
Static Protected Attributes | |
static bool | m_bShowSubtitles |
Additional Inherited Members | |
void | HandleMetadata (array< string > metadata, int priority, float distance) |
Protected Member Functions inherited from SimpleSoundComponent | |
void | OnPostInit (IEntity owner) |
Called after all components are initialized. | |
void | OnInit (IEntity owner) |
Called during EOnInit. | |
void | OnFrame (IEntity owner, float timeSlice) |
Called during EOnFrame. | |
void | UpdateSoundJob (IEntity owner, float timeSlice) |
Call when component is in range. | |
void | OnUpdateSoundJobBegin (IEntity owner) |
Called when dynamic simulation is started. | |
void | OnUpdateSoundJobEnd (IEntity owner) |
Called when dynamic simulation is stopped. | |
void SCR_CommunicationSoundComponent.SCR_CommunicationSoundComponent | ( | IEntityComponentSource | src, |
IEntity | ent, | ||
IEntity | parent | ||
) |
[in] | src | |
[in] | ent | |
[in] | parent |
void SCR_CommunicationSoundComponent.~SCR_CommunicationSoundComponent | ( | ) |
void SCR_CommunicationSoundComponent.DelayedSoundEventPriority | ( | string | eventName, |
SCR_ECommunicationSoundEventPriority | priority, | ||
int | delayMS, | ||
EDamageType | damageType = EDamageType::TRUE |
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) |
Schedule and prioritise appropriate injury sounds to be played.
The sound scheduled will skip the internal queue
[in] | eventName | Name of the sound event to be played after delayMS. |
[in] | priority | Priority of the sound event. The event with higher priority will override the current delayed event. |
[in] | delayMS | Miliseconds delay for determining the sound event to be played |
[in] | damageType |
OnSoundEventFinishedInvoker SCR_CommunicationSoundComponent.GetOnSoundEventFinished | ( | ) |
OnSoundEventStartedInvoker SCR_CommunicationSoundComponent.GetOnSoundEventStarted | ( | ) |
override void SCR_CommunicationSoundComponent.HandleMetadata | ( | array< string > | metadata, |
int | priority, | ||
float | distance | ||
) |
Implements CommunicationSoundComponent.
override void SCR_CommunicationSoundComponent.OnPostInit | ( | IEntity | owner | ) |
Called after all components are initialized.
owner | Entity this component is attached to. |
Implements SimpleSoundComponent.
override void SCR_CommunicationSoundComponent.OnSoundEventFinished | ( | string | eventName, |
AudioHandle | handle, | ||
int | priority, | ||
bool | terminated | ||
) |
Implements CommunicationSoundComponent.
override void SCR_CommunicationSoundComponent.OnSoundEventStarted | ( | string | eventName, |
AudioHandle | handle, | ||
int | priority | ||
) |
Implements CommunicationSoundComponent.
void SCR_CommunicationSoundComponent.PlayDelayedSoundEventPriority | ( | ) |
Plays the delayed sound event requested via DelayedSoundEventPriority.
Skips internal queue of the communication sound component.
void SCR_CommunicationSoundComponent.SetCallsignSignals | ( | int | company, |
int | platoon, | ||
int | squad, | ||
int | character, | ||
int | characterRole | ||
) |
[in] | company | |
[in] | platoon | |
[in] | squad | |
[in] | character | |
[in] | characterRole |
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void SCR_CommunicationSoundComponent.ShowSubtitles | ( | array< string > | metadata | ) |
[in] | metadata |
void SCR_CommunicationSoundComponent.SoundEventDeath | ( | bool | silent | ) |
Called by damage manager when character dies.
Depending on silent parameter, character will cancel current delayed sound event and then either scream or not
[in] | silent | When true, character will play SOUND_KNOCKOUT event. When false, SOUND_DEATH will be played instead. |
void SCR_CommunicationSoundComponent.SoundEventHit | ( | bool | critical, |
EDamageType | damageType | ||
) |
Schedule and prioritise appropriate injury sounds to be played.
The sound scheduled will skip the internal queue
[in] | critical | Whether current hit event is considered a critical hit. Multiple critical hits will increase intensity of hit scream. |
[in] | damageType |
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