Arma Reforger Script API
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Encapsulates the team sector control game mode functionality. More...
Additional Inherited Members | |
Public Member Functions inherited from SCR_BaseGameMode | |
bool | IsResourceTypeEnabled (EResourceType resourceType=EResourceType.SUPPLIES) |
int | GetDisabledResourceTypes (inout notnull array< EResourceType > disabledResourceTypes) |
void | SetResourceTypeEnabled (bool enable, EResourceType resourceType=EResourceType.SUPPLIES, int playerID=-1) |
Change if supplies are enabled or not. | |
ScriptInvokerBase< SCR_BaseGameMode_OnResourceEnabledChanged > | GetOnResourceTypeEnabledChanged () |
bool | CanStartSpawnPreload () |
bool | IsRunning () |
Returns whether current game mode is running its game loop. | |
SCR_EGameModeState | GetState () |
Returns current game state. | |
sealed bool | IsMaster () |
Returns whether the owner of this instance is authority or not. | |
float | GetElapsedTime () |
Returns elapsed time from the start of this game in seconds. | |
float | GetTimeLimit () |
Returns the game duration from the start of game in seconds or 0 if none. | |
float | GetRemainingTime () |
Returns the remaining time of this game in seconds or -1 if none or undefined. | |
bool | IsHosted () |
void | CachePlayerSpawnPosition (int playerID, vector position) |
SCR_RespawnSystemComponent | GetRespawnSystemComponent () |
Returns respawn system component attached to this gamemode. | |
SCR_GameModeHealthSettings | GetGameModeHealthSettings () |
SCR_BaseScoringSystemComponent | GetScoringSystemComponent () |
Returns scoring system component attached to this game mode or null if none. | |
void | StartGameMode () |
Server-only call that starts current session. | |
void | EndGameMode (SCR_GameModeEndData endData) |
Server-only call that marks current session as complete. | |
SCR_GameModeEndData | GetEndGameData () |
Get end game data will return null if game has not ended. | |
ScriptInvoker | GetOnGameStart () |
ScriptInvoker | GetOnGameEnd () |
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditSuccess () |
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditFail () |
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditTimeouted () |
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerAuditRevived () |
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerConnected () |
ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | GetOnPlayerRegistered () |
ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > | GetOnPlayerDisconnected () |
ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > | GetOnPostCompPlayerDisconnected () |
Called on player disconnect and after Gamemode components are notified. | |
ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > | GetOnPlayerSpawned () |
ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > | GetOnPlayerKilled () |
ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > | GetOnPlayerDeleted () |
ScriptInvokerBase< SCR_BaseGameMode_OnPlayerRoleChanged > | GetOnPlayerRoleChange () |
ScriptInvoker | GetOnWorldPostProcess () |
ScriptInvoker | GetOnControllableSpawned () |
ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > | GetOnControllableDestroyed () |
ScriptInvoker | GetOnControllableDeleted () |
ScriptInvoker | GetOnGameModeEnd () |
Get on game end script invoker called on every machine. | |
WorldTimestamp | GetGameEndTimeStamp () |
Returns local timestamp when endgame was called. | |
float | GetAutoReloadDelay () |
Returns delay of mission reload (if enabled) in seconds or else 0 if disabled. | |
void | OnGameEnd () |
bool | IsFactionChangeAllowed () |
override void | OnPlayerAuditSuccess (int iPlayerID) |
override void | OnPlayerAuditFail (int iPlayerID) |
override void | OnPlayerAuditTimeouted (int iPlayerID) |
override void | OnPlayerAuditRevived (int iPlayerID) |
override void | OnPlayerConnected (int playerId) |
Called after a player is connected. | |
override void | OnWorldPostProcess (World world) |
Called once loading of all entities of the world have been finished (still within the loading) | |
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. | |
void | OnPlayerEntityChanged_S (int playerId, IEntity previousEntity, IEntity newEntity) |
Authority: Callback raised when the spawn system causes provided player's controlled entity to change. | |
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. | |
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. | |
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. | |
void | OnPlayerLoadoutSet_S (SCR_PlayerLoadoutComponent loadoutComponent, SCR_BasePlayerLoadout loadout) |
Authority: Callback raised when provided player (SCR_PlayerLoadoutComponent.GetPlayerController()) has their loadout set. | |
void | OnPlayerFactionSet_S (SCR_PlayerFactionAffiliationComponent factionComponent, Faction faction) |
Authority: Callback raised when provided player (SCR_PlayerFactionAffiliationComponent.GetPlayerController()) has their faction set. | |
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. | |
int | GetPlayerRemainingRespawnTime (int playerID) |
Returns remaining respawn time in seconds for given player. | |
override bool | RplSave (ScriptBitWriter writer) |
override bool | RplLoad (ScriptBitReader reader) |
void | HandleOnTasksInitialized () |
Called once tasks are initialized. | |
bool | GetAllowControls () |
SCR_BaseGameModeStateComponent | GetStateComponent (SCR_EGameModeState state) |
bool | PauseGame (bool pause, SCR_EPauseReason reason=SCR_EPauseReason.SYSTEM) |
Pause or unpause game. | |
bool | CanBePaused () |
Return true if client is offline. | |
override void | EOnFrame (IEntity owner, float timeSlice) |
override void | EOnInit (IEntity owner) |
OnPreloadFinishedInvoker | GetOnPreloadFinished () |
void | StartSpawnPreload (vector position) |
void | SCR_BaseGameMode (IEntitySource src, IEntity parent) |
void | ~SCR_BaseGameMode () |
void | OnWorldPostProcess (World world) |
Event called once loading of all entities of the world have been finished. (still within the loading) | |
Static Public Attributes inherited from SCR_BaseGameMode | |
const static string | WB_GAME_MODE_CATEGORY = "Game Mode" |
Protected Member Functions inherited from SCR_BaseGameMode | |
void | OnResourceTypeEnabledChanged () |
\Called when Global Supplies is set to enabled or disabled (Server and client) | |
void | OnGameStateChanged () |
Called when game state changed, i.e. | |
bool | CanStartGameMode () |
Server-only logic that implements whether we can transition from pre-game (if enabled) to game loop. | |
void | OnGameModeStart () |
Called on every machine when game mode starts by OnGameStateChanged. | |
void | OnGameModeEnd (SCR_GameModeEndData endData) |
Called on every machine when game mode ends by OnGameStateChanged. | |
void | RestartSession () |
Reloads current session (authority only). | |
override void | OnGameStart () |
Gets called after world is initialized but before first ticks. | |
override void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
Called after a player is disconnected. | |
override void | OnPlayerRegistered (int playerId) |
Called on every machine after a player is registered (identity, name etc.). | |
override void | OnPlayerSpawned (int playerId, IEntity controlledEntity) |
Called after a player is spawned. | |
override bool | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
Called after a player is killed, but before 'OnPlayerKilled'. | |
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). | |
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. | |
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. | |
void | OnPlayerDeleted (int playerId, IEntity player) |
override void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) |
Called when player role changes. | |
override void | OnControllableSpawned (IEntity entity) |
When a controllable entity is spawned, this event is raised. | |
override void | OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator instigator) |
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. | |
override void | OnControllableDeleted (IEntity entity) |
void | ConsumeSuppliesOnPlayerSpawn_S (int playerID, IEntity spawnPoint, SCR_PlayerLoadoutComponent loadoutComp) |
void | SetLocalControls (bool enabled) |
Enable or disable controls for the local client. | |
bool | GetAllowControlsTarget () |
void | HandleSpawnPreload (float timeSlice) |
void | OnGameStart () |
Gets called after world is initialized but before first ticks. | |
void | OnPlayerAuditSuccess (int iPlayerID) |
void | OnPlayerAuditFail (int iPlayerID) |
void | OnPlayerAuditTimeouted (int iPlayerID) |
void | OnPlayerAuditRevived (int iPlayerID) |
void | OnPlayerConnected (int playerId) |
Called after a player is connected. | |
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 | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
Called after a player is killed, but before 'OnPlayerKilled'. | |
void | OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer) |
Called after a player gets killed (but only after 'SCR_HandlePlayerKilled' returns true). | |
void | OnControllableSpawned (IEntity entity) |
When a controllable entity is spawned, this event is raised. | |
void | OnControllableDestroyed (IEntity entity, IEntity killerEntity, notnull Instigator instigator) |
void | OnControllableDeleted (IEntity entity) |
void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) |
Called when player role changes. | |
Protected Attributes inherited from SCR_BaseGameMode | |
ref ScriptInvoker | Event_OnGameStart = new ScriptInvoker() |
ref ScriptInvoker | m_OnGameEnd = new ScriptInvoker() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | m_OnPlayerAuditSuccess = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | m_OnPlayerAuditFail = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | m_OnPlayerAuditTimeouted = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | m_OnPlayerAuditRevived = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | m_OnPlayerConnected = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerId > | m_OnPlayerRegistered = new ScriptInvokerBase<SCR_BaseGameMode_PlayerId>() |
ref ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > | m_OnPlayerDisconnected = new ScriptInvokerBase<SCR_BaseGameMode_OnPlayerDisconnected>() |
ref ScriptInvokerBase< SCR_BaseGameMode_OnPlayerDisconnected > | m_OnPostCompPlayerDisconnected = new ScriptInvokerBase<SCR_BaseGameMode_OnPlayerDisconnected>() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > | m_OnPlayerSpawned = new ScriptInvokerBase<SCR_BaseGameMode_PlayerIdAndEntity>() |
ref ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > | m_OnPlayerKilled = new ScriptInvokerBase<SCR_BaseGameMode_OnControllableDestroyed>() |
ref ScriptInvokerBase< SCR_BaseGameMode_OnControllableDestroyed > | m_OnControllableDestroyed = new ScriptInvokerBase<SCR_BaseGameMode_OnControllableDestroyed>() |
ref ScriptInvokerBase< SCR_BaseGameMode_PlayerIdAndEntity > | m_OnPlayerDeleted = new ScriptInvokerBase<SCR_BaseGameMode_PlayerIdAndEntity>() |
ref ScriptInvokerBase< SCR_BaseGameMode_OnPlayerRoleChanged > | m_OnPlayerRoleChange = new ScriptInvokerBase<SCR_BaseGameMode_OnPlayerRoleChanged>() |
ref ScriptInvoker | m_OnWorldPostProcess = new ScriptInvoker() |
ref ScriptInvoker | m_OnControllableSpawned = new ScriptInvoker() |
ref ScriptInvoker | m_OnControllableDeleted = new ScriptInvoker() |
ref ScriptInvoker | m_OnGameModeEnd = new ScriptInvoker() |
ref ScriptInvokerBase< SCR_BaseGameMode_OnResourceEnabledChanged > | m_OnResourceTypeEnabledChanged |
SCR_EPauseReason | m_ePauseReasons |
EGameFlags | m_eTestGameFlags |
bool | m_bAutoPlayerRespawn |
bool | m_bAllowFactionChange |
bool | m_bAdvanceTimeRequiresPlayers |
float | m_fTimeElapsed |
Elapsed time from the beginning of the game mode in seconds. | |
bool | m_bAllowControls = true |
If false, controls are disable for the time being. | |
float | m_fTimeCorrectionInterval = 10.0 |
Interval of time synchronization in seconds. | |
float | m_fLastTimeCorrection |
Last timestamp of sent time correction for the server. | |
bool | m_bIsHosted |
Is the session hosted by a player? | |
RplComponent | m_RplComponent |
SCR_GameModeHealthSettings | m_pGameModeHealthSettings |
SCR_RespawnSystemComponent | m_pRespawnSystemComponent |
SCR_BaseScoringSystemComponent | m_ScoringSystemComponent |
SCR_RespawnTimerComponent | m_RespawnTimerComponent |
ref array< SCR_BaseGameModeComponent > | m_aAdditionalGamemodeComponents = new array<SCR_BaseGameModeComponent>() |
Additional game mode components attached to this gamemode where we dispatch all our game mode related events to. | |
ref map< int, vector > | m_mPlayerSpawnPosition = new map<int, vector>() |
Used on server to respawn player on their original position after reconnecting. | |
ref map< SCR_EGameModeState, SCR_BaseGameModeStateComponent > | m_mStateComponents = new map<SCR_EGameModeState, SCR_BaseGameModeStateComponent>() |
Map of components per state. | |
bool | m_bUseSpawnPreload |
Spawn location preload. | |
ref SCR_SpawnPreload | m_SpawnPreload |
ref OnPreloadFinishedInvoker | m_OnPreloadFinished |
ref array< EResourceType > | m_aDisabledResourceTypes |
WorldTimestamp | m_GameEndTimeStamp = null |
Encapsulates the team sector control game mode functionality.