Arma Reforger Script API
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Public Member Functions | |
int | GetOrder () |
bool | GetCanCreateOnlyPredefinedGroups () |
void | GetPredefinedGroups (notnull array< ref SCR_GroupPreset > groupArray) |
ResourceName | GetFlagName (int index) |
int | GetFlagNames (out array< string > flagNames) |
ResourceName | GetGroupFlagImageSet () |
ResourceName | GetGroupFlagImageSetOutlines () |
int | GetGroupFlagTextures (out array< ResourceName > textures) |
ResourceName | GetFactionFlag () |
ResourceName | GetFactionFlagMaterial () |
void | SetFactionFlagMaterial (ResourceName materialResource) |
EEditableEntityLabel | GetFactionLabel () |
SCR_FactionCallsignInfo | GetCallsignInfo () |
Color | GetNotificationFactionColor () |
Color | GetNotificationTextFactionColor () |
Color | GetOutlineFactionColor () |
void | InitializeFaction () |
void | SetAncestors (notnull array< string > ancestors) |
bool | IsPlayable () |
Check if the faction is playable. | |
bool | IsShownInWelcomeScreenIfNonPlayable () |
If faction should be shown in the welcome screen if it is not playable. | |
void | InitFactionIsPlayable (bool isPlayable) |
Init faction is playable. | |
bool | IsInherited (string factionKey) |
Check if the faction is inherited from a faction with given faction key. | |
void | SetIsPlayable (bool isPlayable, bool killPlayersIfNotPlayable=false) |
Set if the faction is playable. | |
ScriptInvoker_FactionPlayableChanged | GetOnFactionPlayableChanged () |
Get On Playable Changed Script Invoker. | |
override bool | DoCheckIfFactionFriendly (Faction faction) |
Check if provided faction is friendly. | |
void | SetFactionFriendly (notnull Faction faction) |
Add given faction as friendly towards this faction Called by SCR_FactionManager please use the SCR_FactionManager.SetFactionsFriendly function instead of this to make sure the setting is mirrored! If you add factionA friendly towards factionB but not the other way around then factionA will not retaliate if shot at by factionB. | |
void | SetFactionHostile (notnull Faction faction) |
Remove given faction as friendly towards this faction Called by SCR_FactionManager please use the SCR_FactionManager.SetFactionsHostile function instead of this to make sure the setting is mirrored! If you add factionB hostile towards factionA but not the other way around then factionA will not retaliate if shot at by factionB. | |
int | GetPlayerCount () |
Get the number of players assigned to this faction. | |
int | GetPlayersInFaction (notnull out array< int > players) |
string | GetFactionRadioEncryptionKey () |
int | GetFactionRadioFrequency () |
string | GetRankName (SCR_ECharacterRank rankID) |
string | GetRankNameUpperCase (SCR_ECharacterRank rankID) |
string | GetRankNameShort (SCR_ECharacterRank rankID) |
string | GetRankInsignia (SCR_ECharacterRank rankID) |
SCR_FactionHomeTerritoryConfig | GetFactionHomeTerritoryConfig () |
SCR_EntityCatalog | GetFactionEntityCatalogOfType (EEntityCatalogType catalogType, bool printNotFound=true) |
Get Entity catalog of specific type linked to faction The catalog contains all entities part of the faction of that specific type. | |
int | GetAllFactionEntityCatalogs (notnull out array< SCR_EntityCatalog > outEntityCatalogs) |
Get all entity catalogs within the faction The catalogs contain all entities part of the faction. | |
int | GetFriendlyFactions (notnull out array< Faction > friendlyFactions, bool includeSelf=true) |
override void | Init (IEntity owner) |
Called when faction is initialized. | |
array< int > | GetBaseCallsignIndexes () |
SCR_MilitaryBaseCallsign | GetBaseCallsignByIndex (int index, int offset=0) |
ResourceName | GetFactionBackground () |
bool | IsMilitary () |
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proto external FactionIdentity | GetFactionIdentity () |
proto external bool | IsFactionFriendly (Faction otherFaction) |
Returns true if this faction and other faction are friendly. | |
proto external bool | IsFactionEnemy (Faction otherFaction) |
Returns true if this faction and other faction are hostile. | |
proto external string | GetFactionName () |
Returns the name of this faction for via this Faction's UI Info. | |
proto external FactionKey | GetFactionKey () |
Returns the identifier of this faction specified in FactionManager. | |
proto ref Color | GetFactionColor () |
Returns the color of this faction specified in FactionManager. | |
proto external UIInfo | GetUIInfo () |
Returns the UI info of this faction. | |
Static Public Member Functions | |
static Faction | GetEntityFaction (notnull IEntity entity) |
Get the provided entity's Faction. | |
Protected Member Functions | |
SCR_CharacterRank | GetRankByID (SCR_ECharacterRank rankID) |
override bool SCR_Faction.DoCheckIfFactionFriendly | ( | Faction | faction | ) |
Check if provided faction is friendly.
Implements ScriptedFaction.
Implemented in SCR_FreeForAllFaction.
int SCR_Faction.GetAllFactionEntityCatalogs | ( | notnull out array< SCR_EntityCatalog > | outEntityCatalogs | ) |
Get all entity catalogs within the faction The catalogs contain all entities part of the faction.
[out] | List | of all catalogs within the faction |
[out] | outEntityCatalogs |
SCR_MilitaryBaseCallsign SCR_Faction.GetBaseCallsignByIndex | ( | int | index, |
int | offset = 0 ) |
index | |
offset |
array< int > SCR_Faction.GetBaseCallsignIndexes | ( | ) |
SCR_FactionCallsignInfo SCR_Faction.GetCallsignInfo | ( | ) |
bool SCR_Faction.GetCanCreateOnlyPredefinedGroups | ( | ) |
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ResourceName SCR_Faction.GetFactionBackground | ( | ) |
SCR_EntityCatalog SCR_Faction.GetFactionEntityCatalogOfType | ( | EEntityCatalogType | catalogType, |
bool | printNotFound = true ) |
Get Entity catalog of specific type linked to faction The catalog contains all entities part of the faction of that specific type.
catalogType | Type to get catalog of |
[in] | catalogType | Catalog type to find |
[in] | printNotFound | True will print a warning if the given category was not found |
ResourceName SCR_Faction.GetFactionFlag | ( | ) |
ResourceName SCR_Faction.GetFactionFlagMaterial | ( | ) |
SCR_FactionHomeTerritoryConfig SCR_Faction.GetFactionHomeTerritoryConfig | ( | ) |
EEditableEntityLabel SCR_Faction.GetFactionLabel | ( | ) |
string SCR_Faction.GetFactionRadioEncryptionKey | ( | ) |
int SCR_Faction.GetFactionRadioFrequency | ( | ) |
ResourceName SCR_Faction.GetFlagName | ( | int | index | ) |
index |
int SCR_Faction.GetFlagNames | ( | out array< string > | flagNames | ) |
[out] | flagNames |
int SCR_Faction.GetFriendlyFactions | ( | notnull out array< Faction > | friendlyFactions, |
bool | includeSelf = true ) |
[out] | friendlyFactions | List of factions friendly to this faction |
[in] | includeSelf | If the list should include this faction if it is friendly to itself |
ResourceName SCR_Faction.GetGroupFlagImageSet | ( | ) |
ResourceName SCR_Faction.GetGroupFlagImageSetOutlines | ( | ) |
int SCR_Faction.GetGroupFlagTextures | ( | out array< ResourceName > | textures | ) |
[out] | textures |
Color SCR_Faction.GetNotificationFactionColor | ( | ) |
Color SCR_Faction.GetNotificationTextFactionColor | ( | ) |
ScriptInvoker_FactionPlayableChanged SCR_Faction.GetOnFactionPlayableChanged | ( | ) |
Get On Playable Changed Script Invoker.
int SCR_Faction.GetOrder | ( | ) |
Color SCR_Faction.GetOutlineFactionColor | ( | ) |
int SCR_Faction.GetPlayerCount | ( | ) |
Get the number of players assigned to this faction.
int SCR_Faction.GetPlayersInFaction | ( | notnull out array< int > | players | ) |
[out] | players |
void SCR_Faction.GetPredefinedGroups | ( | notnull array< ref SCR_GroupPreset > | groupArray | ) |
groupArray |
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string SCR_Faction.GetRankInsignia | ( | SCR_ECharacterRank | rankID | ) |
rankID |
string SCR_Faction.GetRankName | ( | SCR_ECharacterRank | rankID | ) |
rankID |
string SCR_Faction.GetRankNameShort | ( | SCR_ECharacterRank | rankID | ) |
rankID |
string SCR_Faction.GetRankNameUpperCase | ( | SCR_ECharacterRank | rankID | ) |
rankID |
override void SCR_Faction.Init | ( | IEntity | owner | ) |
Called when faction is initialized.
Implements ScriptedFaction.
void SCR_Faction.InitFactionIsPlayable | ( | bool | isPlayable | ) |
Init faction is playable.
Called on Init (if server) and on server join (is Client)
isPlayable | Bool to set is playable |
isPlayable |
void SCR_Faction.InitializeFaction | ( | ) |
bool SCR_Faction.IsInherited | ( | string | factionKey | ) |
Check if the faction is inherited from a faction with given faction key.
factionKey | Ancestor faction key |
factionKey |
bool SCR_Faction.IsMilitary | ( | ) |
bool SCR_Faction.IsPlayable | ( | ) |
Check if the faction is playable.
Non-playable factions will not appear in the respawn menu.
bool SCR_Faction.IsShownInWelcomeScreenIfNonPlayable | ( | ) |
If faction should be shown in the welcome screen if it is not playable.
void SCR_Faction.SetAncestors | ( | notnull array< string > | ancestors | ) |
ancestors |
void SCR_Faction.SetFactionFlagMaterial | ( | ResourceName | materialResource | ) |
materialResource |
void SCR_Faction.SetFactionFriendly | ( | notnull Faction | faction | ) |
Add given faction as friendly towards this faction Called by SCR_FactionManager please use the SCR_FactionManager.SetFactionsFriendly function instead of this to make sure the setting is mirrored! If you add factionA friendly towards factionB but not the other way around then factionA will not retaliate if shot at by factionB.
[in] | faction | Faction to set friendly |
void SCR_Faction.SetFactionHostile | ( | notnull Faction | faction | ) |
Remove given faction as friendly towards this faction Called by SCR_FactionManager please use the SCR_FactionManager.SetFactionsHostile function instead of this to make sure the setting is mirrored! If you add factionB hostile towards factionA but not the other way around then factionA will not retaliate if shot at by factionB.
[in] | faction | Faction to set hostile |
void SCR_Faction.SetIsPlayable | ( | bool | isPlayable, |
bool | killPlayersIfNotPlayable = false ) |
Set if the faction is playable.
Non-playable factions will not appear in the respawn menu. Note that this is not broadcasted on the SCR_Faction side
isPlayable | Bool to set is playable |
killPlayersIfNotPlayable | Bool kills all players if on server if faction is set isplayable false |
isPlayable | |
killPlayersIfNotPlayable |
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