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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) |
| 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. | |
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 If boneName is different than string.Empty, then you might need to first use SetTransformation(vector transf[]) or else sound may fail the auditability test. | |
| proto external AudioHandle | SoundEventOffset (string eventName, vector offset) |
| Play a sound with a given offset from the owner entity If offset is different than vector.Zero, then you might need to first use SetTransformation(vector transf[]) or else sound may fail the auditability test. | |
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. | |
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 | |
Protected Member Functions inherited from SimpleSoundComponent | |
| void | OnFrame (IEntity owner, float timeSlice) |
| void | UpdateSoundJob (IEntity owner, float timeSlice) |
| Call when component is in range. | |
| void | OnUpdateSoundJobBegin (IEntity owner) |
| void | OnUpdateSoundJobEnd (IEntity owner) |
| 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 ) |
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 | ) |
| 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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