Arma Reforger Script API
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SCR_PlayerArsenalLoadout Interface Reference
Inheritance diagram for SCR_PlayerArsenalLoadout:
SCR_FactionPlayerLoadout SCR_PlayerLoadout SCR_BasePlayerLoadout

Public Member Functions

override bool IsLoadoutAvailable (int playerId)
 
override bool IsLoadoutAvailableClient ()
 
SCR_ECharacterRank GetRequiredRank (int playerId)
 
override void OnLoadoutSpawned (GenericEntity pOwner, int playerId)
 
- Public Member Functions inherited from SCR_FactionPlayerLoadout
FactionKey GetFactionKey ()
 
ResourceName GetDefaultLoadoutResource ()
 
- Public Member Functions inherited from SCR_PlayerLoadout
override ResourceName GetLoadoutResource ()
 
override ResourceName GetLoadoutImageResource ()
 
override string GetLoadoutName ()
 

Static Public Member Functions

static float GetLoadoutSuppliesCost (string playerUID)
 
static float GetLoadoutSuppliesCost (int playerID)
 
static bool ReadLoadoutString (IEntity owner, BaseSerializationSaveContext context)
 
static void FindStorageComponents (IEntity owner, notnull set< BaseInventoryStorageComponent > storages)
 
static void FindStorageComponents (GenericComponent parentComponent, notnull set< BaseInventoryStorageComponent > storages)
 
static bool ApplyLoadoutString (IEntity owner, BaseSerializationLoadContext context)
 
static void ComputeSuppliesCost (BaseSerializationLoadContext context, SCR_Faction faction, SCR_ArsenalPlayerLoadout playerLoadout, SCR_EArsenalSupplyCostType arsenalSupplyType, int depth=0)
 
- Static Public Member Functions inherited from SCR_BasePlayerLoadout
static SCR_ECharacterRank GetLoadoutRequiredRank (notnull SCR_BasePlayerLoadout loadout, int playerId)
 

Static Public Attributes

static const string ARSENALLOADOUT_FACTIONKEY_NONE = "none"
 
static const string ARSENALLOADOUT_KEY = "arsenalLoadout"
 
static const string ARSENALLOADOUT_FACTION_KEY = "faction"
 
static ref array< TypeName > ARSENALLOADOUT_COMPONENTS_TO_CHECK
 

Static Protected Member Functions

static bool ReadEntityLoadoutString (IEntity owner, BaseSerializationSaveContext context)
 
static bool ReadEntityCustomDataString (IEntity owner, BaseSerializationSaveContext context)
 Add your modded logic here for custom components to store their data and read back later. Call super for multi mod compatiblity!
 
static bool ShouldSaveStorage (BaseInventoryStorageComponent candidate)
 
static bool ReadEntityStorageString (IEntity owner, BaseSerializationSaveContext context)
 
static array< InventoryItemComponentGetSlotItems (const BaseInventoryStorageComponent storage)
 Get all slots in any relevant order from the storage.
 
static bool ReadCharacterDataLoadoutString (IEntity owner, BaseSerializationSaveContext context)
 Add any custom logic that should be saved for the main character entity the loadout is for.
 
static string GetComponentIdentifier (IEntity owner, GenericComponent component)
 
static bool ApplyEntityLoadoutString (IEntity owner, BaseSerializationLoadContext context, InventoryStorageManagerComponent manager, BaseInventoryStorageComponent parentStorage=null, int slotId=-1)
 
static bool ApplyEntityCustomDataString (IEntity owner, BaseSerializationLoadContext context)
 
static bool ApplyEntityStorageString (IEntity owner, BaseSerializationLoadContext context, InventoryStorageManagerComponent manager, BaseInventoryStorageComponent parentStorage=null, int slotId=-1)
 
static bool ApplyCharacterDataLoadoutString (IEntity owner, BaseSerializationLoadContext context)
 

Additional Inherited Members

- Public Attributes inherited from SCR_FactionPlayerLoadout
string m_sAffiliatedFaction
 
- Public Attributes inherited from SCR_PlayerLoadout
string m_sLoadoutName
 
ResourceName m_sLoadoutResource
 
ResourceName m_sLoadoutImage
 

Member Function Documentation

◆ ApplyCharacterDataLoadoutString()

static bool SCR_PlayerArsenalLoadout.ApplyCharacterDataLoadoutString ( IEntity owner,
BaseSerializationLoadContext context )
staticprotected

◆ ApplyEntityCustomDataString()

static bool SCR_PlayerArsenalLoadout.ApplyEntityCustomDataString ( IEntity owner,
BaseSerializationLoadContext context )
staticprotected

◆ ApplyEntityLoadoutString()

static bool SCR_PlayerArsenalLoadout.ApplyEntityLoadoutString ( IEntity owner,
BaseSerializationLoadContext context,
InventoryStorageManagerComponent manager,
BaseInventoryStorageComponent parentStorage = null,
int slotId = -1 )
staticprotected

◆ ApplyEntityStorageString()

static bool SCR_PlayerArsenalLoadout.ApplyEntityStorageString ( IEntity owner,
BaseSerializationLoadContext context,
InventoryStorageManagerComponent manager,
BaseInventoryStorageComponent parentStorage = null,
int slotId = -1 )
staticprotected

◆ ApplyLoadoutString()

static bool SCR_PlayerArsenalLoadout.ApplyLoadoutString ( IEntity owner,
BaseSerializationLoadContext context )
static

◆ ComputeSuppliesCost()

static void SCR_PlayerArsenalLoadout.ComputeSuppliesCost ( BaseSerializationLoadContext context,
SCR_Faction faction,
SCR_ArsenalPlayerLoadout playerLoadout,
SCR_EArsenalSupplyCostType arsenalSupplyType,
int depth = 0 )
static

◆ FindStorageComponents() [1/2]

static void SCR_PlayerArsenalLoadout.FindStorageComponents ( GenericComponent parentComponent,
notnull set< BaseInventoryStorageComponent > storages )
static

◆ FindStorageComponents() [2/2]

static void SCR_PlayerArsenalLoadout.FindStorageComponents ( IEntity owner,
notnull set< BaseInventoryStorageComponent > storages )
static

◆ GetComponentIdentifier()

static string SCR_PlayerArsenalLoadout.GetComponentIdentifier ( IEntity owner,
GenericComponent component )
staticprotected

◆ GetLoadoutSuppliesCost() [1/2]

static float SCR_PlayerArsenalLoadout.GetLoadoutSuppliesCost ( int playerID)
static
Parameters
[in]playerId
Returns
the cost of the provided id player's loadout or 0 on error or player not found

◆ GetLoadoutSuppliesCost() [2/2]

static float SCR_PlayerArsenalLoadout.GetLoadoutSuppliesCost ( string playerUID)
static
Parameters
[in]playerUID
Returns
the cost of the provided id player's loadout or 0 on error or player not found

◆ GetRequiredRank()

SCR_ECharacterRank SCR_PlayerArsenalLoadout.GetRequiredRank ( int playerId)
Parameters
[in]playerId
Returns
required rank of player arsenal loadout

◆ GetSlotItems()

static array< InventoryItemComponent > SCR_PlayerArsenalLoadout.GetSlotItems ( const BaseInventoryStorageComponent storage)
staticprotected

Get all slots in any relevant order from the storage.

Default is simply all slots in default order. Default order is simply by slot index in ASC order

◆ IsLoadoutAvailable()

override bool SCR_PlayerArsenalLoadout.IsLoadoutAvailable ( int playerId)
Parameters
[in]playerId
Returns

Implements SCR_BasePlayerLoadout.

◆ IsLoadoutAvailableClient()

override bool SCR_PlayerArsenalLoadout.IsLoadoutAvailableClient ( )
Returns

Implements SCR_BasePlayerLoadout.

◆ OnLoadoutSpawned()

override void SCR_PlayerArsenalLoadout.OnLoadoutSpawned ( GenericEntity pOwner,
int playerId )
Parameters
[in]pOwner
[in]playerId

Implements SCR_FactionPlayerLoadout.

◆ ReadCharacterDataLoadoutString()

static bool SCR_PlayerArsenalLoadout.ReadCharacterDataLoadoutString ( IEntity owner,
BaseSerializationSaveContext context )
staticprotected

Add any custom logic that should be saved for the main character entity the loadout is for.

Is written and read back after all components and storage slots are handled so it allows interacting with otherwise finished char.

◆ ReadEntityCustomDataString()

static bool SCR_PlayerArsenalLoadout.ReadEntityCustomDataString ( IEntity owner,
BaseSerializationSaveContext context )
staticprotected

Add your modded logic here for custom components to store their data and read back later. Call super for multi mod compatiblity!

◆ ReadEntityLoadoutString()

static bool SCR_PlayerArsenalLoadout.ReadEntityLoadoutString ( IEntity owner,
BaseSerializationSaveContext context )
staticprotected

◆ ReadEntityStorageString()

static bool SCR_PlayerArsenalLoadout.ReadEntityStorageString ( IEntity owner,
BaseSerializationSaveContext context )
staticprotected

◆ ReadLoadoutString()

static bool SCR_PlayerArsenalLoadout.ReadLoadoutString ( IEntity owner,
BaseSerializationSaveContext context )
static

◆ ShouldSaveStorage()

static bool SCR_PlayerArsenalLoadout.ShouldSaveStorage ( BaseInventoryStorageComponent candidate)
staticprotected

Member Data Documentation

◆ ARSENALLOADOUT_COMPONENTS_TO_CHECK

ref array<TypeName> SCR_PlayerArsenalLoadout.ARSENALLOADOUT_COMPONENTS_TO_CHECK
static

◆ ARSENALLOADOUT_FACTION_KEY

const string SCR_PlayerArsenalLoadout.ARSENALLOADOUT_FACTION_KEY = "faction"
static

◆ ARSENALLOADOUT_FACTIONKEY_NONE

const string SCR_PlayerArsenalLoadout.ARSENALLOADOUT_FACTIONKEY_NONE = "none"
static

◆ ARSENALLOADOUT_KEY

const string SCR_PlayerArsenalLoadout.ARSENALLOADOUT_KEY = "arsenalLoadout"
static

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