Arma Reforger Script API
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Public Member Functions | |
override void | EOnFrame (IEntity owner, float timeSlice) |
bool | IsLocalEditorNightModeEnabled () |
void | EnableLocalEditorNightMode (bool enable, bool playSound=true) |
Enable local editor night mode Note that enable might fail if the conditions are not met. | |
bool | IsGlobalNightModeAllowed () |
bool | IsGlobalNightModeEnabled () |
void | EnableGlobalNightMode (bool enable, int nightModeChangerPlayerID=-1) |
Enable global night mode Note that enable might fail if the conditions are not met. | |
bool | IsNightModeEnabled () |
bool | CanEnableNightMode () |
ScriptInvokerBool | GetOnLocalEditorNightModeEnabledChanged () |
ScriptInvokerBool | GetOnGlobalNightModeEnabledChanged () |
ScriptInvokerBool | GetOnNightModeEnabledChanged () |
override void | EOnInit (IEntity owner) |
override void | OnPostInit (IEntity owner) |
override void | OnDelete (IEntity owner) |
override bool | RplSave (ScriptBitWriter writer) |
override bool | RplLoad (ScriptBitReader reader) |
Public Member Functions inherited from SCR_BaseGameModeComponent | |
SCR_BaseGameMode | GetGameMode () |
void | OnGameEnd () |
Called on all machines when the world ends. | |
void | OnGameStateChanged (SCR_EGameModeState state) |
Called when game mode state changes called on all machines. | |
void | OnGameModeStart () |
Called on every machine when game mode starts. | |
void | OnGameModeEnd (SCR_GameModeEndData data) |
Called when game mode ends. | |
void | OnPlayerConnected (int playerId) |
Called after a player is connected. | |
void | OnPlayerAuditSuccess (int playerId) |
Event is called when player connecting Session hosting current Game Mode where is required authentication verification via. | |
void | OnPlayerAuditFail (int playerId) |
Event is called when player connecting Session hosting current Game Mode AuditFail() call may be called under two occasions: 1) verification is required but failed (account is not valid, player is banned, internet issues) 2) player cannot be verified as authentication is not required or possible - where it may be valid behavior (server online connectivity turned off for example) Basically non-audited player cannot access persistency/ etc. | |
void | OnPlayerAuditTimeouted (int playerId) |
Event is called when player connected to Session was kicked and did not reconnected in time This mean that slot reservation can be canceled. | |
void | OnPlayerAuditRevived (int playerId) |
Event is called when player reconnected successfully back to Session after kick This mean that slot reservation need to be finished (closed). | |
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 | PreparePlayerEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
void | OnSpawnPlayerEntityFailure_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason) |
void | OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
bool | HandlePlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) |
See SCR_BaseGameMode.HandlePlayerKilled. | |
void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) |
Called after a player gets killed. | |
void | OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator instigator) |
Called after player gets killed in cases where the kill was handled by the game mode, supressing the default OnPlayerKilled behaviour. | |
void | OnPlayerDeleted (int playerId, IEntity player) |
Called after a player gets deleted. | |
void | OnPlayerRoleChange (int playerId, EPlayerRole roleFlags) |
Called when player role changes. | |
void | OnWorldPostProcess (World world) |
Called once loading of all entities of the world have been finished (still within the loading) | |
void | HandleOnLoadoutAssigned (int playerID, SCR_BasePlayerLoadout assignedLoadout) |
What happens when a player is assigned a loadout. | |
void | HandleOnFactionAssigned (int playerID, Faction assignedFaction) |
What happens when a player is assigned a faction. | |
void | HandleOnSpawnPointAssigned (int playerID, SCR_SpawnPoint spawnPoint) |
What happens when a player is assigned a spawn point. | |
void | OnControllableSpawned (IEntity entity) |
When a controllable entity is spawned, this event is raised. | |
void | OnControllableDestroyed (notnull SCR_InstigatorContextData instigatorContextData) |
When a controllable entity is destroyed, this event is raised. | |
void | OnControllableDeleted (IEntity entity) |
Prior to a controllable entity being DELETED, this event is raised. | |
void | SCR_BaseGameModeComponent (IEntityComponentSource src, IEntity ent, IEntity parent) |
Protected Member Functions | |
void | ToggleLocalNightModeShortcut () |
void | RPC_EnableGlobalNightMode (bool enable, int nightModeChangerPlayerID) |
void | EnableNightMode (bool enable) |
void | OnEditorOpened () |
void | OnEditorClosed () |
void | OnEditorLimitedChanged (bool isLimited) |
void | UpdatePreviewingTimeOrWeather () |
void | OnWeatherStatePreview (bool preview, string stateName) |
void | OnWindPreview (bool preview, float windSpeed=-1, float windAngleDegrees=-1) |
void | OnDateTimePreview (bool preview, int year=-1, int month=-1, int day=-1, float timeOfTheDay=-1) |
void | OnEditorManagerCreated (SCR_EditorManagerEntity editorManager) |
Protected Attributes | |
bool | m_bAllowGlobalNightMode |
float | m_fSunStateMaxNightMode |
int | m_iEVValueNormalMode |
int | m_iEVValueNightMode |
string | m_sLocalEditorNightModeToggledSound |
string | m_sToggleLocalNightModeShortcut |
bool | m_bLocalEditorNightModeEnabled |
Can only be true if editor is open and unlimited. | |
bool | m_bLocalEditorNightModeOnEditorClose |
Saved local nightmode value when editor is closed to enable it again when opened. | |
bool | m_bUnlimitedEditorIsOpen |
bool | m_bGlobalNightModeEnabled |
bool | m_IsPreviewingTimeOrWeather |
If player is locally previewing dateTime or weather and Local nightmode is enabled it will disable local nightmode. | |
float | m_fNightModeAlpha = 0 |
This is the current nightmode alpha for the transition lerp. | |
bool | m_bUpdateEachFrame |
If false it will not update each frame but instead each UPDATE_TICK_IN_SECONDS. | |
float | m_fCurrentUpdateTickInSeconds |
Current tick in seconds. | |
BaseWorld | m_World |
TimeAndWeatherManagerEntity | m_TimeAndWeatherManager |
SCR_EditorManagerEntity | m_EditorManager |
BaseWeatherStateTransitionManager | m_WeatherStateTransitionManager |
ref ScriptInvokerBool | m_OnLocalEditorNightModeEnabledChanged |
ref ScriptInvokerBool | m_OnGlobalNightModeEnabledChanged |
ref ScriptInvokerBool | m_OnNightModeEnabledChanged |
Protected Attributes inherited from SCR_BaseGameModeComponent | |
SCR_BaseGameMode | m_pGameMode |
The game mode entity this component is attached to. | |
Static Protected Attributes | |
static const float | UPDATE_TICK_IN_SECONDS = 1 |
Update speed when m_bUpdateEachFrame is false. | |
bool SCR_NightModeGameModeComponent.CanEnableNightMode | ( | ) |
void SCR_NightModeGameModeComponent.EnableGlobalNightMode | ( | bool | enable, |
int | nightModeChangerPlayerID = -1 |
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Enable global night mode Note that enable might fail if the conditions are not met.
[in] | enable | To enable or not |
[in] | nightModeChangerPlayerID | If a player ID is given then a notification is sent to all players if global night mode is enabled/disabled |
void SCR_NightModeGameModeComponent.EnableLocalEditorNightMode | ( | bool | enable, |
bool | playSound = true |
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Enable local editor night mode Note that enable might fail if the conditions are not met.
[in] | enable | To enable or not |
[in] | playSound | To play a sound or not |
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override void SCR_NightModeGameModeComponent.EOnFrame | ( | IEntity | owner, |
float | timeSlice | ||
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override void SCR_NightModeGameModeComponent.EOnInit | ( | IEntity | owner | ) |
ScriptInvokerBool SCR_NightModeGameModeComponent.GetOnGlobalNightModeEnabledChanged | ( | ) |
ScriptInvokerBool SCR_NightModeGameModeComponent.GetOnLocalEditorNightModeEnabledChanged | ( | ) |
ScriptInvokerBool SCR_NightModeGameModeComponent.GetOnNightModeEnabledChanged | ( | ) |
bool SCR_NightModeGameModeComponent.IsGlobalNightModeAllowed | ( | ) |
bool SCR_NightModeGameModeComponent.IsGlobalNightModeEnabled | ( | ) |
bool SCR_NightModeGameModeComponent.IsLocalEditorNightModeEnabled | ( | ) |
bool SCR_NightModeGameModeComponent.IsNightModeEnabled | ( | ) |
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override void SCR_NightModeGameModeComponent.OnDelete | ( | IEntity | owner | ) |
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override void SCR_NightModeGameModeComponent.OnPostInit | ( | IEntity | owner | ) |
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override bool SCR_NightModeGameModeComponent.RplLoad | ( | ScriptBitReader | reader | ) |
override bool SCR_NightModeGameModeComponent.RplSave | ( | ScriptBitWriter | writer | ) |
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Can only be true if editor is open and unlimited.
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Saved local nightmode value when editor is closed to enable it again when opened.
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If false it will not update each frame but instead each UPDATE_TICK_IN_SECONDS.
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Current tick in seconds.
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This is the current nightmode alpha for the transition lerp.
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If player is locally previewing dateTime or weather and Local nightmode is enabled it will disable local nightmode.
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Update speed when m_bUpdateEachFrame is false.