Arma Reforger Script API
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SCR_FreeSpawnHandlerComponent Interface Reference
Inheritance diagram for SCR_FreeSpawnHandlerComponent:
SCR_SpawnHandlerComponent

Additional Inherited Members

- Public Member Functions inherited from SCR_SpawnHandlerComponent
SCR_ESpawnResult CanHandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data)
 Can a player be spawned with provided data?
 
SCR_ESpawnResult HandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out IEntity spawnedEntity)
 Handle request - validate resources, try to spawn, prepare and pass ownership to player.
 
void OnFinalizeBegin_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Called when the finalisation process begins.
 
bool CanFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Called periodically to ask whether finalization can be finished.
 
SCR_ESpawnResult FinalizeRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Finalise request - validate resources, try to spawn, prepare and pass ownership to player.
 
void OnFinalizeDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Request finalized (player spawned).
 
bool CanRequestSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out SCR_ESpawnResult result)
 Can a player spawn, based on the provided data?
 
- Protected Member Functions inherited from SCR_SpawnHandlerComponent
SCR_RespawnSystemComponent GetRespawnSystemComponent ()
 
override void OnPostInit (IEntity owner)
 Initialises the handler by finding necessary dependencies.
 
bool ValidateData_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data)
 Verifies provided data.
 
SCR_ESpawnResult SpawnEntity_S (SCR_SpawnRequestComponent requestComponent, notnull SCR_SpawnData data, out IEntity spawnedEntity)
 
bool ValidatePrefab_S (ResourceName resourceName)
 Verifies provided prefab.
 
bool PrepareEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data)
 Prepare an entity on the server side prior to passing ownership.
 
bool AssignEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data)
 Assign the entity ownership and set is as the controlled entity of provided player.
 
void HandleSpawnEntityFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 In cases where an entity is spawned, it might be desirable to dispose of it if it e.g.
 
bool ShouldDeleteEntityOnSpawnFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 Check whether spawned entity should be deleted if the spawn process failed.
 
void HandleEntityChange_S (SCR_SpawnRequestComponent requestComponent, IEntity previousEntity, IEntity newEntity, SCR_SpawnData data)
 Called after new entity is assigned to the player.
 
- Protected Attributes inherited from SCR_SpawnHandlerComponent
bool m_bDestroyPreviousControlledEntity
 
bool m_bDeletePreviousControlledEntity
 

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