Arma Reforger Script API
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SCR_IdentityBioGroupConfig Interface Reference
Inheritance diagram for SCR_IdentityBioGroupConfig:
SCR_CharacterIdentityBioGroupConfig SCR_UniquePlayerIdentityBioGroupConfig

Public Member Functions

bool IsEnabled ()
 Check if Bio Config is enabled.
 
bool IsValidForRandomization (IEntity entity, SCR_ExtendedIdentityComponent extendedIdentity)
 General check if group is valid for randomization param[in] entity Entity which will get a identity param[in] extendedIdentity Extended Identity Component of the entity.
 
int GetWeight ()
 Return randomization weight.
 
bool IsValidFaction (string factionKey)
 Is Valid faction.
 
bool IsValidFaction (int factionIndex)
 Is Valid faction.
 
string GetBioGroupID ()
 Get bio group ID.
 
SCR_IdentityBio GetIdentityBio (IEntity entity, int index)
 Get an bio from Index.
 
void AssignRandomAvailableBio (RandomGenerator randomizer, IEntity entity, out int index, out SCR_IdentityBio bio)
 Get an random available bio (Server Only) Also removes the bio from available list.
 
SCR_IdentityBio OnCharacterBioAssigned (IEntity entity, int index)
 Called when Character bio is assigned (Server Only) Also removes the bio from available list (Unless the group has no weight and thus need to be randonly assigned)
 
void ResetAvailable ()
 Resets all available indexes. Including Unique (Server Only)
 
void SCR_IdentityBioGroupConfig ()
 

Protected Member Functions

void SetAdditionalWeight ()
 
void DelayedInit ()
 

Protected Attributes

bool m_bEnabled
 
string m_sBioGroupID
 
int m_iWeight
 
float m_fEntryAmountWeightMulti
 
ref array< string > m_aNeedsFaction
 
ref array< ref SCR_IdentityBiom_aIdentityList
 
ref array< int > m_aNeedsFactionIndexes
 
ref array< int > m_aAvailableIdentityBioIndexList = {}
 
ref array< int > m_aUnavailableIdentityBioIndexList = {}
 

Constructor & Destructor Documentation

◆ SCR_IdentityBioGroupConfig()

void SCR_IdentityBioGroupConfig.SCR_IdentityBioGroupConfig ( )

Member Function Documentation

◆ AssignRandomAvailableBio()

void SCR_IdentityBioGroupConfig.AssignRandomAvailableBio ( RandomGenerator randomizer,
IEntity entity,
out int index,
out SCR_IdentityBio bio )

Get an random available bio (Server Only) Also removes the bio from available list.

Parameters
[out]indexBio index
[out]bioBio reference

Implemented in SCR_CharacterIdentityBioGroupConfig.

◆ DelayedInit()

void SCR_IdentityBioGroupConfig.DelayedInit ( )
protected

◆ GetBioGroupID()

string SCR_IdentityBioGroupConfig.GetBioGroupID ( )

Get bio group ID.

Returns
Bio groupID

◆ GetIdentityBio()

SCR_IdentityBio SCR_IdentityBioGroupConfig.GetIdentityBio ( IEntity entity,
int index )

Get an bio from Index.

Parameters
[in]entityThe entity that has the identity
[in]indexIndex of bio
Returns
Bio

Implemented in SCR_CharacterIdentityBioGroupConfig.

◆ GetWeight()

int SCR_IdentityBioGroupConfig.GetWeight ( )

Return randomization weight.

Returns
randomization weight

◆ IsEnabled()

bool SCR_IdentityBioGroupConfig.IsEnabled ( )

Check if Bio Config is enabled.

If not it will never be randomized.

Returns
If config is enabled

◆ IsValidFaction() [1/2]

bool SCR_IdentityBioGroupConfig.IsValidFaction ( int factionIndex)

Is Valid faction.

Parameters
[in]factionIndexfaction Index
Returns
Returns true if no faction needed for group if if given faction is within the needed faction list

Implemented in SCR_CharacterIdentityBioGroupConfig.

◆ IsValidFaction() [2/2]

bool SCR_IdentityBioGroupConfig.IsValidFaction ( string factionKey)

Is Valid faction.

Parameters
[in]factionKeyfaction key
Returns
Returns true if no faction needed for group if if given faction is within the needed faction list

Implemented in SCR_CharacterIdentityBioGroupConfig.

◆ IsValidForRandomization()

bool SCR_IdentityBioGroupConfig.IsValidForRandomization ( IEntity entity,
SCR_ExtendedIdentityComponent extendedIdentity )

General check if group is valid for randomization param[in] entity Entity which will get a identity param[in] extendedIdentity Extended Identity Component of the entity.

Returns
Returns true if the group has a weight and if there are available identities's

Implemented in SCR_CharacterIdentityBioGroupConfig, and SCR_UniquePlayerIdentityBioGroupConfig.

◆ OnCharacterBioAssigned()

SCR_IdentityBio SCR_IdentityBioGroupConfig.OnCharacterBioAssigned ( IEntity entity,
int index )

Called when Character bio is assigned (Server Only) Also removes the bio from available list (Unless the group has no weight and thus need to be randonly assigned)

Parameters
[in]indexIndex of assigned Bio

Implemented in SCR_CharacterIdentityBioGroupConfig.

◆ ResetAvailable()

void SCR_IdentityBioGroupConfig.ResetAvailable ( )

Resets all available indexes. Including Unique (Server Only)

Implemented in SCR_CharacterIdentityBioGroupConfig.

◆ SetAdditionalWeight()

void SCR_IdentityBioGroupConfig.SetAdditionalWeight ( )
protected

Member Data Documentation

◆ m_aAvailableIdentityBioIndexList

ref array<int> SCR_IdentityBioGroupConfig.m_aAvailableIdentityBioIndexList = {}
protected

◆ m_aIdentityList

ref array<ref SCR_IdentityBio> SCR_IdentityBioGroupConfig.m_aIdentityList
protected

◆ m_aNeedsFaction

ref array<string> SCR_IdentityBioGroupConfig.m_aNeedsFaction
protected

◆ m_aNeedsFactionIndexes

ref array<int> SCR_IdentityBioGroupConfig.m_aNeedsFactionIndexes
protected

◆ m_aUnavailableIdentityBioIndexList

ref array<int> SCR_IdentityBioGroupConfig.m_aUnavailableIdentityBioIndexList = {}
protected

◆ m_bEnabled

bool SCR_IdentityBioGroupConfig.m_bEnabled
protected

◆ m_fEntryAmountWeightMulti

float SCR_IdentityBioGroupConfig.m_fEntryAmountWeightMulti
protected

◆ m_iWeight

int SCR_IdentityBioGroupConfig.m_iWeight
protected

◆ m_sBioGroupID

string SCR_IdentityBioGroupConfig.m_sBioGroupID
protected

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