Arma Reforger Script API
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SCR_DeployMultiPartInventoryItemAction Interface Reference
Inheritance diagram for SCR_DeployMultiPartInventoryItemAction:
SCR_DeployInventoryItemAction SCR_DeployInventoryItemBaseAction ScriptedUserAction BaseUserAction

Public Member Functions

override void Init (IEntity pOwnerEntity, GenericComponent pManagerComponent)
 Called when object is initialized and registered to actions manager.
 
override bool CanBeShownScript (IEntity user)
 Can this entity be shown in the UI by the provided user entity?
 
override bool CanBePerformedScript (IEntity user)
 Can this action be performed by the provided user entity?
 
override void SetCannotPerformReason (string reason)
 Sets the reason why action couldn't be performed.
 
override void PerformAction (IEntity pOwnerEntity, IEntity pUserEntity)
 Called when someone tries to perform the action, user entity is typically character.
 
override void OnActionStart (IEntity pUserEntity)
 Method called from scripted interaction handler when an action is started (progress bar appeared)
 
override void OnActionCanceled (IEntity pOwnerEntity, IEntity pUserEntity)
 Method called when the action is interrupted/canceled.
 
override bool GetActionNameScript (out string outName)
 If overridden and true is returned, outName is returned when BaseUserAction.GetActionName is called.
 
void StopAction (notnull ChimeraCharacter character)
 
override void OnActionSelected ()
 Callback for when action is selected by the local player and the local player ONLY.
 
override void OnActionDeselected ()
 Callback for when action is deselected by the local player and the local player ONLY.
 
void ~SCR_DeployMultiPartInventoryItemAction ()
 
- Public Member Functions inherited from ScriptedUserAction
void PerformContinuousAction (IEntity pOwnerEntity, IEntity pUserEntity, float timeSlice)
 Called when someone tries to perform the continuous action, user entity is typically character.
 
void OnConfirmed (IEntity pUserEntity)
 If action passed as callback OnConfirmed will be called when reached execution, user entity is typically character.
 
void OnRejected (IEntity pUserEntity)
 If action passed as callback OnRejected will be called when execution was rejected, user entity is typically character.
 
bool GetActionDescriptionScript (out string outName)
 If overridden and true is returned, outName is returned when BaseUserAction.GetActionDescription is called.
 
bool HasLocalEffectOnlyScript ()
 Does this action only have client side effect?
 
bool CanBroadcastScript ()
 If HasLocalEffectOnly() is false this method tells if the server is supposed to broadcast this action to clients.
 
float GetActionProgressScript (float fProgress, float timeSlice)
 Returns the progress of this action in seconds.
 
- Public Member Functions inherited from BaseUserAction
string GetCannotPerformReason ()
 Returns the reason why action couldn't be performed.
 
proto external int GetContextIndex (string sContextName)
 Returns the index of the context this action is registered in as or -1 if none.
 
proto external void SetActiveContext (UserActionContext context)
 Setter for m_pActiveContext.
 
proto external UserActionContext GetActiveContext ()
 Getter for m_pActiveContext.
 
proto external bool CanBePerformed (IEntity user)
 Can this action be performed by the user?
 
proto external bool CanBeShown (IEntity user)
 Can this action be shown in the UI for the user?
 
proto external bool HasLocalEffectOnly ()
 Does this action only have client side effect?
 
proto external bool CanBroadcast ()
 If HasLocalEffectOnly() is false this method tells if the server is supposed to broadcast this action to clients.
 
proto external bool ShouldPerformPerFrame ()
 Should this action be performed every frame the input action is triggered?
 
proto external string GetActionName ()
 Return the name of this action.
 
proto external string GetActionDescription ()
 Return the description of this action.
 
proto external float GetVisibilityRange ()
 Returns the visibility range of this action in metres.
 
proto external void SetActionDuration (float duration)
 Sets the duration of this action in seconds.
 
proto external float GetActionDuration ()
 Returns the duration of this action in seconds.
 
proto external float GetActionProgress (float fProgress, float timeSlice)
 Returns the progress of this action in seconds.
 
proto external bool IsInProgress ()
 Returns true while continuous or timed action is being used.
 
proto external UIInfo GetUIInfo ()
 Returns the UIInfo set for this user action or null if none.
 
proto external IEntity GetOwner ()
 Returns the parent entity of this action.
 
proto external bool CanAggregate ()
 Whether action can be aggregated by name, this is a temp workaround for localization.
 
proto external int GetActionID ()
 Returns the ID with which this action is registered in its parent ActionsManagerComponent.
 
proto external void SetSendActionDataFlag ()
 Used to ask to send action data again during continuous action.
 
proto external ActionsManagerComponent GetActionsManager ()
 
proto external void SetActionEnabled_S (bool enable)
 Action can be enabled/disabled by the server. Disabled actions return false for CanBeShown(). Has no effect when called from the client.
 
proto external bool WasDisabledByServer ()
 Was the action disabled by the server?
 

Protected Member Functions

void ToggleCompartmentAccess (IEntity blockingUser=null)
 Method used to lock or unlock all compartments by reserving them for the player who performs the action.
 
- Protected Member Functions inherited from SCR_DeployInventoryItemBaseAction
void ResetDeployingDelayed (IEntity pUserEntity)
 
- Protected Member Functions inherited from BaseUserAction
bool OnRplSave (ScriptBitWriter writer)
 
bool OnRplLoad (ScriptBitReader reader)
 
bool OnSaveActionData (ScriptBitWriter writer)
 Before performing the action the caller can store some data in it which is delivered to others.
 
bool OnLoadActionData (ScriptBitReader reader)
 If the one performing the action packed some data in it everybody receiving the action.
 

Protected Attributes

int m_iVariantId
 
bool m_bCheckTilt
 
bool m_bCheckForAvailableSpace
 
bool m_bCheckStorage
 
bool m_bPreventIfIndoors
 
bool m_bShowVisualisation
 
bool m_bCanBePerformedByMultipleUsers
 
bool m_bReportAsDismantling
 
EGadgetType m_eRequiredGadget
 
SCR_GadgetManagerComponent m_GadgetManager
 
BaseInventoryStorageComponent m_Storage
 
vector m_vDesiredDirection
 
ChimeraCharacter m_CurrentUser
 
bool m_bIsSelected
 
bool m_bLastCanPerformResult = true
 
WorldTimestamp m_NextCheckTimestamp
 
- Protected Attributes inherited from SCR_DeployInventoryItemBaseAction
SCR_BaseDeployableInventoryItemComponent m_DeployableItemComp
 
bool m_bActionStarted
 
- Protected Attributes inherited from BaseUserAction
string m_sCannotPerformReason
 The reason why action cannot be performed.
 

Static Protected Attributes

const LocalizedString CANNOT_PERFORM_REASON_TOO_STEEP = "#AR-UserAction_Assemble_TooSteep"
 
const LocalizedString CANNOT_PERFORM_REASON_NOT_EMPTY = "#AR-UserAction_Assemble_NotEmpty"
 
const LocalizedString CANNOT_PERFORM_REASON_NOT_INDOORS = "#AR-UserAction_Assemble_CannotPlaceHere"
 
const LocalizedString CANNOT_PERFORM_REASON_ALREADY_IN_USE = "#AR-UserAction_Blocked_InUseByOther"
 
const int VALIDATION_DELAY = 500
 delay in ms used to control how often costly parts are executed
 

Additional Inherited Members

- Public Attributes inherited from BaseUserAction
string ActionNameParams [9]
 Can be filled in scripts to be used as params when name is being formatted when displayed in UI.
 

Constructor & Destructor Documentation

◆ ~SCR_DeployMultiPartInventoryItemAction()

void SCR_DeployMultiPartInventoryItemAction.~SCR_DeployMultiPartInventoryItemAction ( )

Member Function Documentation

◆ CanBePerformedScript()

override bool SCR_DeployMultiPartInventoryItemAction.CanBePerformedScript ( IEntity user)

Can this action be performed by the provided user entity?

Implements SCR_DeployInventoryItemBaseAction.

◆ CanBeShownScript()

override bool SCR_DeployMultiPartInventoryItemAction.CanBeShownScript ( IEntity user)

Can this entity be shown in the UI by the provided user entity?

Implements SCR_DeployInventoryItemAction.

◆ GetActionNameScript()

override bool SCR_DeployMultiPartInventoryItemAction.GetActionNameScript ( out string outName)

If overridden and true is returned, outName is returned when BaseUserAction.GetActionName is called.

If not overridden or false is returned the default value from UIInfo is taken (or empty string if no UI info exists)

Implements ScriptedUserAction.

◆ Init()

override void SCR_DeployMultiPartInventoryItemAction.Init ( IEntity pOwnerEntity,
GenericComponent pManagerComponent )

Called when object is initialized and registered to actions manager.

Implements SCR_DeployInventoryItemBaseAction.

◆ OnActionCanceled()

override void SCR_DeployMultiPartInventoryItemAction.OnActionCanceled ( IEntity pOwnerEntity,
IEntity pUserEntity )

Method called when the action is interrupted/canceled.

Parameters
pUserEntityThe entity that was performing this action prior to interruption

Implements SCR_DeployInventoryItemBaseAction.

◆ OnActionDeselected()

override void SCR_DeployMultiPartInventoryItemAction.OnActionDeselected ( )

Callback for when action is deselected by the local player and the local player ONLY.

Implements BaseUserAction.

◆ OnActionSelected()

override void SCR_DeployMultiPartInventoryItemAction.OnActionSelected ( )

Callback for when action is selected by the local player and the local player ONLY.

Implements BaseUserAction.

◆ OnActionStart()

override void SCR_DeployMultiPartInventoryItemAction.OnActionStart ( IEntity pUserEntity)

Method called from scripted interaction handler when an action is started (progress bar appeared)

Parameters
pUserEntityThe entity that started performing this action

Implements SCR_DeployInventoryItemBaseAction.

◆ PerformAction()

override void SCR_DeployMultiPartInventoryItemAction.PerformAction ( IEntity pOwnerEntity,
IEntity pUserEntity )

Called when someone tries to perform the action, user entity is typically character.

Implements SCR_DeployInventoryItemBaseAction.

◆ SetCannotPerformReason()

override void SCR_DeployMultiPartInventoryItemAction.SetCannotPerformReason ( string reason)

Sets the reason why action couldn't be performed.

Should be done in CanBePerformed check

Implements BaseUserAction.

◆ StopAction()

void SCR_DeployMultiPartInventoryItemAction.StopAction ( notnull ChimeraCharacter character)
Parameters
[in]character

◆ ToggleCompartmentAccess()

void SCR_DeployMultiPartInventoryItemAction.ToggleCompartmentAccess ( IEntity blockingUser = null)
protected

Method used to lock or unlock all compartments by reserving them for the player who performs the action.

Parameters
[in]blockingUserfor whom the compartments should be reserved

Member Data Documentation

◆ CANNOT_PERFORM_REASON_ALREADY_IN_USE

const LocalizedString SCR_DeployMultiPartInventoryItemAction.CANNOT_PERFORM_REASON_ALREADY_IN_USE = "#AR-UserAction_Blocked_InUseByOther"
staticprotected

◆ CANNOT_PERFORM_REASON_NOT_EMPTY

const LocalizedString SCR_DeployMultiPartInventoryItemAction.CANNOT_PERFORM_REASON_NOT_EMPTY = "#AR-UserAction_Assemble_NotEmpty"
staticprotected

◆ CANNOT_PERFORM_REASON_NOT_INDOORS

const LocalizedString SCR_DeployMultiPartInventoryItemAction.CANNOT_PERFORM_REASON_NOT_INDOORS = "#AR-UserAction_Assemble_CannotPlaceHere"
staticprotected

◆ CANNOT_PERFORM_REASON_TOO_STEEP

const LocalizedString SCR_DeployMultiPartInventoryItemAction.CANNOT_PERFORM_REASON_TOO_STEEP = "#AR-UserAction_Assemble_TooSteep"
staticprotected

◆ m_bCanBePerformedByMultipleUsers

bool SCR_DeployMultiPartInventoryItemAction.m_bCanBePerformedByMultipleUsers
protected

◆ m_bCheckForAvailableSpace

bool SCR_DeployMultiPartInventoryItemAction.m_bCheckForAvailableSpace
protected

◆ m_bCheckStorage

bool SCR_DeployMultiPartInventoryItemAction.m_bCheckStorage
protected

◆ m_bCheckTilt

bool SCR_DeployMultiPartInventoryItemAction.m_bCheckTilt
protected

◆ m_bIsSelected

bool SCR_DeployMultiPartInventoryItemAction.m_bIsSelected
protected

◆ m_bLastCanPerformResult

bool SCR_DeployMultiPartInventoryItemAction.m_bLastCanPerformResult = true
protected

◆ m_bPreventIfIndoors

bool SCR_DeployMultiPartInventoryItemAction.m_bPreventIfIndoors
protected

◆ m_bReportAsDismantling

bool SCR_DeployMultiPartInventoryItemAction.m_bReportAsDismantling
protected

◆ m_bShowVisualisation

bool SCR_DeployMultiPartInventoryItemAction.m_bShowVisualisation
protected

◆ m_CurrentUser

ChimeraCharacter SCR_DeployMultiPartInventoryItemAction.m_CurrentUser
protected

◆ m_eRequiredGadget

EGadgetType SCR_DeployMultiPartInventoryItemAction.m_eRequiredGadget
protected

◆ m_GadgetManager

SCR_GadgetManagerComponent SCR_DeployMultiPartInventoryItemAction.m_GadgetManager
protected

◆ m_iVariantId

int SCR_DeployMultiPartInventoryItemAction.m_iVariantId
protected

◆ m_NextCheckTimestamp

WorldTimestamp SCR_DeployMultiPartInventoryItemAction.m_NextCheckTimestamp
protected

◆ m_Storage

BaseInventoryStorageComponent SCR_DeployMultiPartInventoryItemAction.m_Storage
protected

◆ m_vDesiredDirection

vector SCR_DeployMultiPartInventoryItemAction.m_vDesiredDirection
protected

◆ VALIDATION_DELAY

const int SCR_DeployMultiPartInventoryItemAction.VALIDATION_DELAY = 500
staticprotected

delay in ms used to control how often costly parts are executed


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