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| override void | EOnFrame (IEntity owner, float timeSlice) |
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| void | ShowHint (string text, float showTime) |
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| void | HideHint () |
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| void | SpawnEnemies (int round) |
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| override void | OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator instigator) |
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| override void | EOnInit (IEntity owner) |
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| bool | IsResourceTypeEnabled (EResourceType resourceType=EResourceType.SUPPLIES) |
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| int | GetDisabledResourceTypes (inout notnull array< EResourceType > disabledResourceTypes) |
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| void | SetResourceTypeEnabled (bool enable, EResourceType resourceType=EResourceType.SUPPLIES, int playerID=-1) |
| | Change if supplies are enabled or not.
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| ScriptInvokerBase< SCR_BaseGameMode_OnResourceEnabledChanged > | GetOnResourceTypeEnabledChanged () |
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| bool | CanStartSpawnPreload () |
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| bool | IsRunning () |
| | Returns whether current game mode is running its game loop.
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| SCR_EGameModeState | GetState () |
| | Returns current game state.
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| bool | IsMaster () |
| | Returns whether the owner of this instance is authority or not.
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| float | GetElapsedTime () |
| | Returns elapsed time from the start of this game in seconds.
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| float | GetTimeLimit () |
| | Returns the game duration from the start of game in seconds or 0 if none.
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| float | GetRemainingTime () |
| | Returns the remaining time of this game in seconds or -1 if none or undefined.
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| bool | IsHosted () |
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| void | CachePlayerSpawnPosition (int playerID, vector position) |
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| SCR_RespawnSystemComponent | GetRespawnSystemComponent () |
| | Returns respawn system component attached to this gamemode.
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| SCR_GameModeHealthSettings | GetGameModeHealthSettings () |
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| SCR_BaseScoringSystemComponent | GetScoringSystemComponent () |
| | Returns scoring system component attached to this game mode or null if none.
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| void | StartGameMode () |
| | Server-only call that starts current session.
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| void | EndGameMode (SCR_GameModeEndData endData) |
| | Server-only call that marks current session as complete.
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| SCR_GameModeEndData | GetEndGameData () |
| | Get end game data will return null if game has not ended.
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| ScriptInvoker | GetOnGameStart () |
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| ScriptInvoker | GetOnGameEnd () |
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditSuccess () |
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditFail () |
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditTimeouted () |
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditRevived () |
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerConnected () |
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerRegistered () |
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| ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > | GetOnPlayerDisconnected () |
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| ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > | GetOnPostCompPlayerDisconnected () |
| | Called on player disconnect and after Gamemode components are notified.
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > | GetOnPlayerSpawned () |
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| ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > | GetOnPlayerKilled () |
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| ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > | GetOnPlayerDeleted () |
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| ScriptInvokerBase< SCR_BaseGameMode_OnPlayerRoleChanged > | GetOnPlayerRoleChange () |
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| ScriptInvoker | GetOnWorldPostProcess () |
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| ScriptInvoker | GetOnControllableSpawned () |
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| ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > | GetOnControllableDestroyed () |
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| ScriptInvoker | GetOnControllableDeleted () |
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| ScriptInvoker | GetOnGameModeEnd () |
| | Get on game end script invoker called on every machine.
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| WorldTimestamp | GetGameEndTimeStamp () |
| | Returns local timestamp when endgame was called.
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| float | GetAutoReloadDelay () |
| | Returns delay of mission reload (if enabled) in seconds or else 0 if disabled.
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| void | OnGameEnd () |
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| bool | IsFactionChangeAllowed () |
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| override void | OnPlayerAuditSuccess (int iPlayerID) |
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| override void | OnPlayerAuditFail (int iPlayerID) |
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| override void | OnPlayerAuditTimeouted (int iPlayerID) |
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| override void | OnPlayerAuditRevived (int iPlayerID) |
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| override void | OnPlayerConnected (int playerId) |
| | Called after a player is connected.
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| override void | OnWorldPostProcess (World world) |
| | Called once loading of all entities of the world have been finished (still within the loading)
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| void | OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
| | Authority: Callback raised when the spawn process failed.
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| void | OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity) |
| | Authority: Callback raised when the spawn system causes provided player's controlled entity to change.
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| bool | PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
| | Authority only: During the spawn process (after validation pass), the SCR_SpawnHandlerComponent can opt to prepare spawned entity.
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| void | OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
| | Authority only: Whenever a SCR_SpawnHandlerComponent processes a spawn request and finished the finalization stage (awaits finalization, passes control to client) this method is called.
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| void | OnPlayerSpawnOnPoint_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnPointSpawnData spawnPointData) |
| | Authority: Callback raised when the spawn system causes provided player to spawn with an entity at given spawn point.
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| void | OnPlayerLoadoutSet_S (SCR_PlayerLoadoutComponent loadoutComponent, SCR_BasePlayerLoadout loadout) |
| | Authority: Callback raised when provided player (SCR_PlayerLoadoutComponent.GetPlayerController()) has their loadout set.
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| void | OnPlayerFactionSet_S (SCR_PlayerFactionAffiliationComponent factionComponent, Faction faction) |
| | Authority: Callback raised when provided player (SCR_PlayerFactionAffiliationComponent.GetPlayerController()) has their faction set.
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| bool | CanPlayerSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, out SCR_ESpawnResult result=SCR_ESpawnResult.SPAWN_NOT_ALLOWED) |
| | Authority: Override and implement logic for whether provided player can spawn.
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| int | GetPlayerRemainingRespawnTime (int playerID) |
| | Returns remaining respawn time in seconds for given player.
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| override bool | RplSave (ScriptBitWriter writer) |
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| override bool | RplLoad (ScriptBitReader reader) |
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| void | HandleOnTasksInitialized () |
| | Called once tasks are initialized.
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| bool | GetAllowControls () |
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| SCR_BaseGameModeStateComponent | GetStateComponent (SCR_EGameModeState state) |
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| bool | PauseGame (bool pause, SCR_EPauseReason reason=SCR_EPauseReason.SYSTEM) |
| | Pause or unpause game.
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| bool | CanBePaused () |
| | Return true if client is offline.
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| OnPreloadFinishedInvoker | GetOnPreloadFinished () |
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| void | StartSpawnPreload (vector position) |
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| bool | GetAutotuneEnabled () |
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| void | SCR_BaseGameMode (IEntitySource src, IEntity parent) |
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| void | ~SCR_BaseGameMode () |
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| const static string | WB_GAME_MODE_CATEGORY = "Game Mode" |
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| void | OnResourceTypeEnabledChanged () |
| | \Called when Global Supplies is set to enabled or disabled (Server and client)
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| void | OnGameStateChanged () |
| | Called when game state changed, i.e.
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| bool | CanStartGameMode () |
| | Server-only logic that implements whether we can transition from pre-game (if enabled) to game loop.
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| void | OnGameModeStart () |
| | Called on every machine when game mode starts by OnGameStateChanged.
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| void | OnGameModeEnd (SCR_GameModeEndData endData) |
| | Called on every machine when game mode ends by OnGameStateChanged.
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| void | HandleOnGameModeEndSaveData () |
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| void | RestartSession () |
| | Reloads current session (authority only).
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| bool | TryShutdownServer () |
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| override void | OnGameStart () |
| | Gets called after world is initialized but before first ticks.
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| override void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
| | Called after a player is disconnected.
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| override void | OnPlayerRegistered (int playerId) |
| | Called on every machine after a player is registered (identity, name etc.).
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| override bool | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
| | Called after a player is killed, but before 'OnPlayerKilled'.
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| override void | OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
| | Default player kill behaviour. Called when a player is killed (and HandlePlayerKilled returns true).
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| void | OnPlayerKilledEx (notnull SCR_InstigatorContextData instigatorContextData) |
| | Extended OnPlayer Kill, called after BaseGamemode has executed the OnPlayerKilled Param[in] instigatorContextData Instigator context data of the killer and victim.
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| void | OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
| | Called after player kill behaviour is handled by a component overriding the generic logic.
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| void | OnPlayerDeleted (int playerId, IEntity player) |
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| override void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) |
| | Called when player role changes.
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| override void | OnControllableSpawned (IEntity entity) |
| | When a controllable entity is spawned, this event is raised.
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| void | OnControllableDestroyedEx (notnull SCR_InstigatorContextData instigatorContextData) |
| | Extended controlled character Kill or destroyed, called after BaseGamemode has executed the OnControllableDestroyed Param[in] instigatorContextData Instigator context data of the killer and victim.
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| override void | OnControllableDeleted (IEntity entity) |
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| void | ConsumeSuppliesOnPlayerSpawn_S (int playerID, IEntity spawnPoint, SCR_PlayerLoadoutComponent loadoutComp) |
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| void | ConsumeMilitarySupplyAllocationOnPlayerSpawn_S (SCR_SpawnRequestComponent requestComponent, IEntity spawnPoint, SCR_PlayerLoadoutComponent loadoutComponent) |
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| void | SetLocalControls (bool enabled) |
| | Enable or disable controls for the local client.
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| bool | GetAllowControlsTarget () |
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| void | HandleSpawnPreload (float timeSlice) |
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| void | OnPlayerSpawned (int playerId, IEntity controlledEntity) |
| | Called after a player is spawned.
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