Arma Reforger Script API
|
Public Member Functions | |
IEntity | GetTargetPlayer () |
void | SetPlayerID (int playerID) |
Assign player ID to this respawn point. | |
int | GetPlayerID () |
Get ID of the player this spawn point is assigned to. | |
void | EnablePoint (int playerId, IEntity playerEntity) |
void | DisablePoint (int playerId) |
override bool | IsSpawnPointActive () |
override void | GetPositionAndRotation (out vector pos, out vector rot) |
override bool | CanReserveFor_S (int playerId, out SCR_ESpawnResult result=SCR_ESpawnResult.SPAWN_NOT_ALLOWED) |
Authority: Returns whether this point can be reserved for provided player. | |
override bool | PrepareSpawnedEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
override bool | CanFinalizeSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
Authority: The PrepareEntity_S step might start doing an operation which is not performed immediately, for such cases we can await the finalization by returning 'false', until spawned entity is in desired state. | |
override void | OnFinalizeSpawnDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
Authority: Callback for when finalization is done, e.g. | |
void | ~SCR_PlayerSpawnPoint () |
Public Member Functions inherited from SCR_SpawnPoint | |
bool | IsSpawnPointVisibleForPlayer (int pid) |
bool | IsSpawnPointEnabled () |
void | SetSpawnPointEnabled_S (bool enabled) |
ScriptInvokerBool | GetOnSpawnPointEnabled () |
float | GetRespawnTime () |
void | SetRespawnTime (float time) |
bool | CanReserveFor_S (int playerId, out SCR_ESpawnResult result=SCR_ESpawnResult.SPAWN_NOT_ALLOWED) |
Authority: Returns whether this point can be reserved for provided player. | |
bool | IsReservedFor_S (int playerId) |
Authority: Returns whether this point is currently reserved for provided player. | |
bool | ReserveFor_S (int playerId) |
Authority: Returns whether this point is currently reserved for provided player. | |
void | ClearReservationFor_S (int playerId) |
Authority: Clears reservation for provided player. | |
float | GetSpawnRadius () |
void | SetSpawnRadius (float radius) |
RplId | GetRplId () |
Returns RplId of this spawn point. | |
void | SetUseNearbySpawnPositions (bool use) |
void | GetPositionAndRotation (out vector pos, out vector rot) |
bool | IsSpawnPointActive () |
bool | GetVisibleInDeployMapOnly () |
void | SetVisibleInDeployMapOnly (bool visible) |
void | SetFaction (Faction faction) |
void | SetFactionKey (string factionKey) |
void | SetSpawnPositionRange (float range) |
float | GetSpawnPositionRange () |
array< SCR_Position > | GetChildSpawnPoints () |
string | GetFactionKey () |
SCR_UIInfo | GetInfo () |
void | SetInfo (SCR_UIInfo info) |
string | GetSpawnPointName () |
void | SetSpawnPointName (string name) |
bool | IsTimed () |
void | SetIsTimed (bool isTimed) |
void | LinkInfo (SCR_UIInfo info) |
override void | SetColorAndText () |
bool | PrepareSpawnedEntity_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
bool | CanFinalizeSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
Authority: The PrepareEntity_S step might start doing an operation which is not performed immediately, for such cases we can await the finalization by returning 'false', until spawned entity is in desired state. | |
void | OnFinalizeSpawnDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity) |
Authority: Callback for when finalization is done, e.g. | |
override void | EOnInit (IEntity owner) |
override bool | RplSave (ScriptBitWriter writer) |
void | SCR_SpawnPoint (IEntitySource src, IEntity parent) |
void | ~SCR_SpawnPoint () |
Public Member Functions inherited from SCR_Position | |
void | SetColorAndText () |
override void | _WB_AfterWorldUpdate (float timeSlice) |
void | SCR_Position (IEntitySource src, IEntity parent) |
Protected Member Functions | |
void | OnSetPlayerID () |
override string | GetSpawnPointName () |
void | ActivateSpawnPoint () |
void | DeactivateSpawnPoint () |
void | UpdateSpawnPos () |
void | UpdateSpawnPosBroadcast (vector pos) |
Vehicle | GetTargetVehicle () |
bool | PrepareSpawnedEntityForVehicle_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity, Vehicle vehicle) |
Protected Member Functions inherited from SCR_SpawnPoint | |
void | OnSetEnabled () |
bool | GetEmptyPositionAndRotationInRange (out vector pos, out vector rot) |
void | ApplyFactionChange (FactionAffiliationComponent owner, Faction previousFaction, Faction newFaction) |
void | OnSetFactionKey () |
void | InitFactionAffiliation (IEntity owner) |
override bool | RplLoad (ScriptBitReader reader) |
Protected Attributes | |
float | m_fUpdateInterval |
ref SCR_PlayerUIInfo | m_PlayerInfo |
int | m_iPlayerID |
bool | m_bIsActive |
Faction | m_CachedFaction |
IEntity | m_TargetPlayer |
Protected Attributes inherited from SCR_SpawnPoint | |
RplComponent | m_RplComponent |
float | m_fSpawnRadius |
string | m_sFaction |
bool | m_bShowInDeployMapOnly |
bool | m_bTimedSpawnPoint |
SCR_UIInfo | m_LinkedInfo |
SCR_FactionAffiliationComponent | m_FactionAffiliationComponent |
ref SCR_UIInfo | m_Info |
bool | m_bUseNearbySpawnPositions |
float | m_fSpawnPositionUsageRange |
float | m_fRespawnTime |
string | m_sSpawnPointName |
ref array< SCR_Position > | m_aChildren = {} |
ref set< int > | m_ReservationLocks = new set<int>() |
Authority: Set of all pending players that have a reservation for this spawn point. | |
ref ScriptInvokerBool | m_OnSetSpawnPointEnabled |
bool | m_bSpawnPointEnabled |
Protected Attributes inherited from SCR_Position | |
int | m_iColor = Color.WHITE |
string | m_sText = string.Empty |
Additional Inherited Members | |
Static Public Member Functions inherited from SCR_SpawnPoint | |
static SCR_SpawnPointFinalizeSpawn_Invoker | GetOnSpawnPointFinalizeSpawn () |
static void | ShowSpawnPointDescriptors (bool show, Faction faction) |
static SCR_SpawnPoint | GetSpawnPointByRplId (RplId id) |
static SCR_SpawnPoint | GetSpawnPointByIndex (int spawnPointIndex) |
Return spawn point or null if out of bounds. | |
static int | GetSpawnPointIndex (SCR_SpawnPoint spawnPoint) |
Return spawn point index or -1 if not existant. | |
static int | CountSpawnPoints () |
static array< SCR_SpawnPoint > | GetSpawnPoints () |
static SCR_SpawnPoint | GetRandomSpawnPointDeathmatch () |
static SCR_SpawnPoint | GetRandomSpawnPoint (SCR_ChimeraCharacter character) |
static array< SCR_SpawnPoint > | GetSpawnPointsForPlayer (SCR_ChimeraCharacter character) |
static array< SCR_SpawnPoint > | GetSpawnPointsForFaction (string factionKey) |
Get spawn points valid for given faction. | |
static int | GetSpawnPointCountForFaction (string factionKey) |
Get count of spawn points belonging to given faction. | |
static SCR_SpawnPoint | GetRandomSpawnPointForFaction (string factionKey) |
Static Public Attributes inherited from SCR_SpawnPoint | |
static ref ScriptInvoker | Event_OnSpawnPointCountChanged = new ScriptInvoker() |
static ref ScriptInvoker | Event_SpawnPointFactionAssigned = new ScriptInvoker() |
static ref SpawnPointInvoker | Event_SpawnPointAdded = new SpawnPointInvoker() |
static ref SpawnPointInvoker | Event_SpawnPointRemoved = new SpawnPointInvoker() |
static ref SCR_SpawnPointFinalizeSpawn_Invoker | s_OnSpawnPointFinalizeSpawn |
static ref SCR_SpawnPointNameChanged_Invoker | OnSpawnPointNameChanged = new SCR_SpawnPointNameChanged_Invoker() |
void SCR_PlayerSpawnPoint.~SCR_PlayerSpawnPoint | ( | ) |
|
protected |
Implemented in SCR_PlayerRadioSpawnPoint.
override bool SCR_PlayerSpawnPoint.CanFinalizeSpawn_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
IEntity | entity | ||
) |
Authority: The PrepareEntity_S step might start doing an operation which is not performed immediately, for such cases we can await the finalization by returning 'false', until spawned entity is in desired state.
(E.g. upon seating a character we can await until character is properly seated)
Following a successful preparation is CanSpawnFinalize_S, and SpawnFinalize_S after which the process is sucessfully ended.
requestComponent | Player request component |
data | Data received for this request |
entity | Spawned entity (to await) |
Implements SCR_SpawnPoint.
override bool SCR_PlayerSpawnPoint.CanReserveFor_S | ( | int | playerId, |
out SCR_ESpawnResult | result = SCR_ESpawnResult::SPAWN_NOT_ALLOWED |
||
) |
Authority: Returns whether this point can be reserved for provided player.
Derived logic can e.g. check amount of pending locks versus available compartments for vehicle spawn points and similar.
playerId | PlayerId of player who wants to reserve this point | |
[out] | result | Reason why respawn is disabled. Note that if returns true the reason will always be OK |
Implements SCR_SpawnPoint.
|
protected |
Implemented in SCR_PlayerRadioSpawnPoint.
void SCR_PlayerSpawnPoint.DisablePoint | ( | int | playerId | ) |
[in] | playerId |
void SCR_PlayerSpawnPoint.EnablePoint | ( | int | playerId, |
IEntity | playerEntity | ||
) |
[in] | playerId | |
[in] | playerEntity |
int SCR_PlayerSpawnPoint.GetPlayerID | ( | ) |
Get ID of the player this spawn point is assigned to.
override void SCR_PlayerSpawnPoint.GetPositionAndRotation | ( | out vector | pos, |
out vector | rot | ||
) |
Implements SCR_SpawnPoint.
|
protected |
Implements SCR_SpawnPoint.
IEntity SCR_PlayerSpawnPoint.GetTargetPlayer | ( | ) |
|
protected |
override bool SCR_PlayerSpawnPoint.IsSpawnPointActive | ( | ) |
Implements SCR_SpawnPoint.
override void SCR_PlayerSpawnPoint.OnFinalizeSpawnDone_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
IEntity | entity | ||
) |
Authority: Callback for when finalization is done, e.g.
the ownership is passed to the client and the spawn process is deemed complete.
Implements SCR_SpawnPoint.
|
protected |
override bool SCR_PlayerSpawnPoint.PrepareSpawnedEntity_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnData | data, | ||
IEntity | entity | ||
) |
Implements SCR_SpawnPoint.
|
protected |
void SCR_PlayerSpawnPoint.SetPlayerID | ( | int | playerID | ) |
Assign player ID to this respawn point.
It will then present itself as the player, and spawning on it will actually spawn the new player on position of assignd player.
[in] | playerID | Target player ID |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |
|
protected |