Arma Reforger Script API
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Public Member Functions | Public Attributes | Static Public Attributes | Protected Member Functions | Protected Attributes | List of all members
SCR_NameTagData Interface Reference

Nametag data. More...

Inheritance diagram for SCR_NameTagData:
[legend]

Public Member Functions

void UpdatePriorityEntityState ()
 Update the highest priority entity state (as ordered in enum)
 
void ActivateEntityState (ENameTagEntityState state)
 Add entity state flag.
 
void DeactivateEntityState (ENameTagEntityState state)
 Remove ENameTagEntityState flag.
 
void SetVisibility (Widget widget, bool visible, float visibleOpacity, bool animate=true)
 Set visibility of nametag widget.
 
void ResizeElement (Widget widget, float targetVal)
 Resize nametag element.
 
void UpdateEntityType ()
 Determine type of nametag entity.
 
void GetName (out string name, out notnull array< string > nameParams)
 Get/update nametag name.
 
void SetTagPosition (ENameTagPosition pos, bool gradualChange=true)
 Set what is the nametag position attached to.
 
void SetGroup (SCR_AIGroup group)
 Set group state if it matches with current player group.
 
void CheckAISubordinate (IEntity entity)
 Set AI_SUBORDINATE if it falls under current players command.
 
void RemoveVehicleOccupant (IEntity vehicle)
 Remove this tag as occupant to a vehicle tag.
 
void OnVehicleEntered (IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID)
 SCR_CompartmentAccessComponent event.
 
void OnVehicleLeft (IEntity vehicle, BaseCompartmentManagerComponent manager, int mgrID, int slotID)
 SCR_CompartmentAccessComponent event.
 
void OnReceivedVON (int playerId, BaseTransceiver receiver, int frequency, float quality)
 VoNComponent event, only used for "Current player" tag.
 
void OnLifeStateChanged (ECharacterLifeState previousLifeState, ECharacterLifeState newLifeState)
 SCR_CharacterController event.
 
void Cleanup (bool removeFromArray=true)
 Cleanup.
 
void UpdateTagPos ()
 Update tag position.
 
bool InitTag (SCR_NameTagDisplay display, IEntity entity, SCR_NameTagConfig config, bool IsCurrentPlayer=false)
 Init nametag data class, the widget is held and reused, data has to be reinitialized.
 
void ResetTag ()
 Uninitialize class when its being moved to unsued tags in order to be reused.
 
void SCR_NameTagData (ResourceName layout, Widget rootWidget)
 
void ~SCR_NameTagData ()
 

Public Attributes

ENameTagFlags m_Flags
 
ENameTagEntityState m_eEntityStateFlags
 
ENameTagEntityState m_ePriorityEntityState
 
ENameTagPosition m_eAttachedTo
 
ENameTagPosition m_eAttachedToLast
 
ENameTagEntityType m_eType
 
bool m_bIsCurrentPlayer
 
int m_iZoneID
 
int m_iGroupID
 
int m_iPlayerID
 
int m_iSpineBone
 
int m_iHeadBone
 
float m_fTimeSliceUpdate
 
float m_fTimeSliceVON
 
float m_fTimeSlicePosChange
 
float m_fTimeSliceCleanup
 
float m_fTimeSliceFade
 
float m_fTimeSliceVisibility
 
float m_fDistance
 
float m_fOpacityFade
 
float m_fVisibleOpacity = 1
 
float m_fAngleToScreenCenter
 
vector m_vTagScreenPos
 
vector m_vTagWorldPos
 
vector m_vTagWorldPosLast
 
vector m_vEntHeadPos
 
vector m_vEntWorldPos
 
string m_sName
 
ref array< string > m_aNameParams
 
IEntity m_Entity
 
Widget m_NameTagWidget
 
SCR_VehicleTagData m_VehicleParent
 
SCR_CharacterControllerComponent m_CharController
 
float m_fDeadEntitiesCleanup
 
float m_fTagFadeSpeed
 
ref Widget m_aNametagElements [10]
 

Static Public Attributes

const string HEAD_BONE = "head"
 
const string SPINE_BONE = "Neck1"
 
const vector HEAD_OFFSET = "0 0.3 0"
 
const vector BODY_OFFSET = "0 -0.1 0"
 

Protected Member Functions

void AddAsVehicleOccupant (IEntity vehicle, BaseCompartmentSlot slot, ENameTagFlags flag)
 Add this tag as occupant to a vehicle tag.
 
bool UpdateEntityStateFlags ()
 Initial check of active states for JIP /return false if invalid/should be cleaned up.
 
void InitDefaults ()
 Init default tag data.
 
void InitData (SCR_NameTagConfig config)
 Init configurable data.
 

Protected Attributes

SCR_NameTagDisplay m_NTDisplay
 
BaseCompartmentSlot m_VehicleCompartment
 
SCR_GroupsManagerComponent m_GroupManager
 
SCR_PossessingManagerComponent m_PossessingManager
 

Detailed Description

Nametag data.

Constructor & Destructor Documentation

◆ SCR_NameTagData()

void SCR_NameTagData.SCR_NameTagData ( ResourceName  layout,
Widget  rootWidget 
)

◆ ~SCR_NameTagData()

void SCR_NameTagData.~SCR_NameTagData ( )

Member Function Documentation

◆ ActivateEntityState()

void SCR_NameTagData.ActivateEntityState ( ENameTagEntityState  state)

Add entity state flag.

Parameters
stateis the flag to be added

◆ AddAsVehicleOccupant()

void SCR_NameTagData.AddAsVehicleOccupant ( IEntity  vehicle,
BaseCompartmentSlot  slot,
ENameTagFlags  flag 
)
protected

Add this tag as occupant to a vehicle tag.

◆ CheckAISubordinate()

void SCR_NameTagData.CheckAISubordinate ( IEntity  entity)

Set AI_SUBORDINATE if it falls under current players command.

◆ Cleanup()

void SCR_NameTagData.Cleanup ( bool  removeFromArray = true)

Cleanup.

Parameters
removeFromArraydetermines whether the tag is removed from main array, this is not desired when entrire array is being cleaned up

◆ DeactivateEntityState()

void SCR_NameTagData.DeactivateEntityState ( ENameTagEntityState  state)

Remove ENameTagEntityState flag.

Parameters
stateis the flag to be removed

◆ GetName()

void SCR_NameTagData.GetName ( out string  name,
out notnull array< string >  nameParams 
)

Get/update nametag name.

Parameters
[out]nameName or formatting of name
[out]namesIf uses formating: Firstname, Alias and Surname (Alias can be an empty string)

Implemented in SCR_VehicleTagData.

◆ InitData()

void SCR_NameTagData.InitData ( SCR_NameTagConfig  config)
protected

Init configurable data.

◆ InitDefaults()

void SCR_NameTagData.InitDefaults ( )
protected

Init default tag data.

Implemented in SCR_VehicleTagData.

◆ InitTag()

bool SCR_NameTagData.InitTag ( SCR_NameTagDisplay  display,
IEntity  entity,
SCR_NameTagConfig  config,
bool  IsCurrentPlayer = false 
)

Init nametag data class, the widget is held and reused, data has to be reinitialized.

Parameters
displayis nametag info display
entityis nametag subject
Returns
false if nametag is not valid and should be cleaned up

◆ OnLifeStateChanged()

void SCR_NameTagData.OnLifeStateChanged ( ECharacterLifeState  previousLifeState,
ECharacterLifeState  newLifeState 
)

SCR_CharacterController event.

◆ OnReceivedVON()

void SCR_NameTagData.OnReceivedVON ( int  playerId,
BaseTransceiver  receiver,
int  frequency,
float  quality 
)

VoNComponent event, only used for "Current player" tag.

◆ OnVehicleEntered()

void SCR_NameTagData.OnVehicleEntered ( IEntity  vehicle,
BaseCompartmentManagerComponent  manager,
int  mgrID,
int  slotID 
)

◆ OnVehicleLeft()

void SCR_NameTagData.OnVehicleLeft ( IEntity  vehicle,
BaseCompartmentManagerComponent  manager,
int  mgrID,
int  slotID 
)

◆ RemoveVehicleOccupant()

void SCR_NameTagData.RemoveVehicleOccupant ( IEntity  vehicle)

Remove this tag as occupant to a vehicle tag.

◆ ResetTag()

void SCR_NameTagData.ResetTag ( )

Uninitialize class when its being moved to unsued tags in order to be reused.

◆ ResizeElement()

void SCR_NameTagData.ResizeElement ( Widget  widget,
float  targetVal 
)

Resize nametag element.

◆ SetGroup()

void SCR_NameTagData.SetGroup ( SCR_AIGroup  group)

Set group state if it matches with current player group.

◆ SetTagPosition()

void SCR_NameTagData.SetTagPosition ( ENameTagPosition  pos,
bool  gradualChange = true 
)

Set what is the nametag position attached to.

Parameters
posis the new tag position
gradualChangecontrols whether the position change will be instant (false) or gradually lerped

◆ SetVisibility()

void SCR_NameTagData.SetVisibility ( Widget  widget,
bool  visible,
float  visibleOpacity,
bool  animate = true 
)

Set visibility of nametag widget.

Parameters
widgetis the target widget
visiblecontrols whether the widget should be made visible or invisible
animatecontrols if the widget should fade in/out

◆ UpdateEntityStateFlags()

bool SCR_NameTagData.UpdateEntityStateFlags ( )
protected

Initial check of active states for JIP /return false if invalid/should be cleaned up.

Implemented in SCR_VehicleTagData.

◆ UpdateEntityType()

void SCR_NameTagData.UpdateEntityType ( )

Determine type of nametag entity.

◆ UpdatePriorityEntityState()

void SCR_NameTagData.UpdatePriorityEntityState ( )

Update the highest priority entity state (as ordered in enum)

◆ UpdateTagPos()

void SCR_NameTagData.UpdateTagPos ( )

Update tag position.

Implemented in SCR_VehicleTagData.

Member Data Documentation

◆ BODY_OFFSET

const vector SCR_NameTagData.BODY_OFFSET = "0 -0.1 0"
static

◆ HEAD_BONE

const string SCR_NameTagData.HEAD_BONE = "head"
static

◆ HEAD_OFFSET

const vector SCR_NameTagData.HEAD_OFFSET = "0 0.3 0"
static

◆ m_aNameParams

ref array<string> SCR_NameTagData.m_aNameParams

◆ m_aNametagElements

ref Widget SCR_NameTagData.m_aNametagElements[10]

◆ m_bIsCurrentPlayer

bool SCR_NameTagData.m_bIsCurrentPlayer

◆ m_CharController

SCR_CharacterControllerComponent SCR_NameTagData.m_CharController

◆ m_eAttachedTo

ENameTagPosition SCR_NameTagData.m_eAttachedTo

◆ m_eAttachedToLast

ENameTagPosition SCR_NameTagData.m_eAttachedToLast

◆ m_eEntityStateFlags

ENameTagEntityState SCR_NameTagData.m_eEntityStateFlags

◆ m_Entity

IEntity SCR_NameTagData.m_Entity

◆ m_ePriorityEntityState

ENameTagEntityState SCR_NameTagData.m_ePriorityEntityState

◆ m_eType

ENameTagEntityType SCR_NameTagData.m_eType

◆ m_fAngleToScreenCenter

float SCR_NameTagData.m_fAngleToScreenCenter

◆ m_fDeadEntitiesCleanup

float SCR_NameTagData.m_fDeadEntitiesCleanup

◆ m_fDistance

float SCR_NameTagData.m_fDistance

◆ m_Flags

ENameTagFlags SCR_NameTagData.m_Flags

◆ m_fOpacityFade

float SCR_NameTagData.m_fOpacityFade

◆ m_fTagFadeSpeed

float SCR_NameTagData.m_fTagFadeSpeed

◆ m_fTimeSliceCleanup

float SCR_NameTagData.m_fTimeSliceCleanup

◆ m_fTimeSliceFade

float SCR_NameTagData.m_fTimeSliceFade

◆ m_fTimeSlicePosChange

float SCR_NameTagData.m_fTimeSlicePosChange

◆ m_fTimeSliceUpdate

float SCR_NameTagData.m_fTimeSliceUpdate

◆ m_fTimeSliceVisibility

float SCR_NameTagData.m_fTimeSliceVisibility

◆ m_fTimeSliceVON

float SCR_NameTagData.m_fTimeSliceVON

◆ m_fVisibleOpacity

float SCR_NameTagData.m_fVisibleOpacity = 1

◆ m_GroupManager

SCR_GroupsManagerComponent SCR_NameTagData.m_GroupManager
protected

◆ m_iGroupID

int SCR_NameTagData.m_iGroupID

◆ m_iHeadBone

int SCR_NameTagData.m_iHeadBone

◆ m_iPlayerID

int SCR_NameTagData.m_iPlayerID

◆ m_iSpineBone

int SCR_NameTagData.m_iSpineBone

◆ m_iZoneID

int SCR_NameTagData.m_iZoneID

◆ m_NameTagWidget

Widget SCR_NameTagData.m_NameTagWidget

◆ m_NTDisplay

SCR_NameTagDisplay SCR_NameTagData.m_NTDisplay
protected

◆ m_PossessingManager

SCR_PossessingManagerComponent SCR_NameTagData.m_PossessingManager
protected

◆ m_sName

string SCR_NameTagData.m_sName

◆ m_VehicleCompartment

BaseCompartmentSlot SCR_NameTagData.m_VehicleCompartment
protected

◆ m_VehicleParent

SCR_VehicleTagData SCR_NameTagData.m_VehicleParent

◆ m_vEntHeadPos

vector SCR_NameTagData.m_vEntHeadPos

◆ m_vEntWorldPos

vector SCR_NameTagData.m_vEntWorldPos

◆ m_vTagScreenPos

vector SCR_NameTagData.m_vTagScreenPos

◆ m_vTagWorldPos

vector SCR_NameTagData.m_vTagWorldPos

◆ m_vTagWorldPosLast

vector SCR_NameTagData.m_vTagWorldPosLast

◆ SPINE_BONE

const string SCR_NameTagData.SPINE_BONE = "Neck1"
static

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