Arma Reforger Script API
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Public Member Functions | |
array< float > | GetFactionStats (FactionKey key) |
SCR_EDataStats of all players belonging to a faction added Some of those stats don't make sense as they are (ie. | |
map< FactionKey, ref array< float > > | GetAllFactionStats () |
GetAllFactionStats can be used in weird user cases Most of the time GetFactionStats should be enough Also, I am returning the pointer to the original attribute, so technically, this is unsafe. | |
void | AddStatsToFaction (FactionKey key, notnull array< float > stats) |
override void | OnGameEnd () |
When game shuts down, store the profile of every player who hasn't disconnected yet. | |
SCR_DataCollectorModule | FindModule (TypeName type) |
Managed | GetPlayerDataStats (int playerID) |
SCR_PlayerData | GetPlayerData (int playerID, bool createNew=true, bool requestFromBackend=true) |
void | StartDataCollectorSession () |
We call StartDataCollectorSession when the backend session is ready (OnGameModeStart) because that's the time when we can check whether the server has writing privileges If the server has no writing privileges, we don't bother tracking their performance. | |
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 instigator) |
See SCR_BaseGameMode.HandlePlayerKilled. | |
void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) |
Called after a player gets killed. | |
void | OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) |
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 (notnull SCR_InstigatorContextData instigatorContextData) |
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) |
Protected Member Functions | |
override void | OnGameModeEnd (SCR_GameModeEndData data) |
Called when game mode ends. | |
bool | IsMaster () |
void | RemovePlayer (int playerID) |
int | GetPlayers (out notnull array< int > outPlayers) |
override void | OnPlayerAuditSuccess (int playerId) |
Event is called when player connecting Session hosting current Game Mode where is required authentication verification via. | |
override void | OnPlayerConnected (int playerId) |
Called after a player is connected. | |
override void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
Called after a player is disconnected. | |
override void | OnPlayerSpawned (int playerId, IEntity controlledEntity) |
Called after a player is spawned. | |
override void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) |
Called after a player gets killed. | |
void | OnAIKilled (IEntity AIEntity, IEntity killerEntity, notnull Instigator instigator, notnull SCR_InstigatorContextData instigatorContextData) |
override void | OnControllableDestroyed (notnull SCR_InstigatorContextData instigatorContextData) |
When a controllable entity is destroyed, this event is raised. | |
override void | OnGameModeStart () |
Called on every machine when game mode starts. | |
void | DisableModules () |
Use this method to disable all the modules. | |
override void | EOnFrame (IEntity owner, float timeSlice) |
override void | OnPostInit (IEntity owner) |
Protected Attributes | |
ref array< ref SCR_DataCollectorModule > | m_aModules |
bool | m_bOptionalKicking |
int | m_iOptionalKickingFriendlyPlayerKillPenalty |
int | m_iOptionalKickingFriendlyAIKillPenalty |
int | m_iOptionalKickingKickPenaltyLimit |
int | m_iOptionalKickingBanDuration |
int | m_iOptionalKickingPenaltySubtractionPeriod |
int | m_iOptionalKickingPenaltySubtractionPoints |
ref SCR_LocalPlayerPenalty | m_OptionalKicking |
ref map< int, ref SCR_PlayerData > | m_mPlayerData = new map<int, ref SCR_PlayerData>() |
IEntity | m_Owner |
ref SCR_DataCollectorUI | m_UiHandler |
ref map< FactionKey, ref array< float > > | m_mFactionScore = new map<FactionKey, ref array<float>>() |
Protected Attributes inherited from SCR_BaseGameModeComponent | |
SCR_BaseGameMode | m_pGameMode |
The game mode entity this component is attached to. | |
void SCR_DataCollectorComponent.AddStatsToFaction | ( | FactionKey | key, |
notnull array< float > | stats | ||
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[in] | key | |
[in] | stats |
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Use this method to disable all the modules.
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SCR_DataCollectorModule SCR_DataCollectorComponent.FindModule | ( | TypeName | type | ) |
[in] | type |
map< FactionKey, ref array< float > > SCR_DataCollectorComponent.GetAllFactionStats | ( | ) |
GetAllFactionStats can be used in weird user cases Most of the time GetFactionStats should be enough Also, I am returning the pointer to the original attribute, so technically, this is unsafe.
May make safer (or remove) in the future. Use responsibly!
array< float > SCR_DataCollectorComponent.GetFactionStats | ( | FactionKey | key | ) |
SCR_EDataStats of all players belonging to a faction added Some of those stats don't make sense as they are (ie.
Rank, LevelOfExperience) Bear that in mind when using these
[in] | key |
SCR_PlayerData SCR_DataCollectorComponent.GetPlayerData | ( | int | playerID, |
bool | createNew = true , |
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bool | requestFromBackend = true |
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[in] | playerID | |
[in] | createNew | |
[in] | requestFromBackend |
Managed SCR_DataCollectorComponent.GetPlayerDataStats | ( | int | playerID | ) |
[in] | playerID |
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When a controllable entity is destroyed, this event is raised.
[in] | instigatorContextData | Holds the data of the victim and killer |
Implements SCR_BaseGameModeComponent.
override void SCR_DataCollectorComponent.OnGameEnd | ( | ) |
When game shuts down, store the profile of every player who hasn't disconnected yet.
Implements SCR_BaseGameModeComponent.
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Called when game mode ends.
[in] | data | End game data with game logic. |
Implements SCR_BaseGameModeComponent.
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Called on every machine when game mode starts.
This can be immediate (if no pre-game period is set) or can happen after a certain delay, as deemed appropriate by the authority.
Implements SCR_BaseGameModeComponent.
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Event is called when player connecting Session hosting current Game Mode where is required authentication verification via.
platform services AuditSuccess() call specifically mean this verification was successful Basically audited player has access to persistency/ etc. related functionality provided by online services.
[in] | playerId | is index of player in game, equal to the one assigned at PlayerController |
Implements SCR_BaseGameModeComponent.
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Called after a player is connected.
Server-only.
[in] | playerId | PlayerId of connected player. |
Implements SCR_BaseGameModeComponent.
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Called after a player is disconnected.
[in] | playerId | PlayerId of disconnected player. |
[in] | cause | Reason player disconnected |
[in] | timeout | Timeout for when players are allowed to connect again. -1 means Ban without an assigned timeout |
Implements SCR_BaseGameModeComponent.
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Called after a player gets killed.
[in] | instigatorContextData | Holds the data of the victim and killer |
Implements SCR_BaseGameModeComponent.
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Called after a player is spawned.
[in] | playerId | PlayerId of spawned player. |
[in] | controlledEntity | Spawned entity for this player. |
Implements SCR_BaseGameModeComponent.
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void SCR_DataCollectorComponent.StartDataCollectorSession | ( | ) |
We call StartDataCollectorSession when the backend session is ready (OnGameModeStart) because that's the time when we can check whether the server has writing privileges If the server has no writing privileges, we don't bother tracking their performance.
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