Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | List of all members
SCR_PlayerSpawnPoint Interface Reference
Inheritance diagram for SCR_PlayerSpawnPoint:
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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_PositionGetChildSpawnPoints ()
 
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_Positionm_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_SpawnPointGetSpawnPoints ()
 
static SCR_SpawnPoint GetRandomSpawnPointDeathmatch ()
 
static SCR_SpawnPoint GetRandomSpawnPoint (SCR_ChimeraCharacter character)
 
static array< SCR_SpawnPointGetSpawnPointsForPlayer (SCR_ChimeraCharacter character)
 
static array< SCR_SpawnPointGetSpawnPointsForFaction (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()
 

Constructor & Destructor Documentation

◆ ~SCR_PlayerSpawnPoint()

void SCR_PlayerSpawnPoint.~SCR_PlayerSpawnPoint ( )

Member Function Documentation

◆ ActivateSpawnPoint()

void SCR_PlayerSpawnPoint.ActivateSpawnPoint ( )
protected

Implemented in SCR_PlayerRadioSpawnPoint.

◆ CanFinalizeSpawn_S()

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.

Parameters
requestComponentPlayer request component
dataData received for this request
entitySpawned entity (to await)
Returns
True if ready, false (to await a frame).

Implements SCR_SpawnPoint.

◆ CanReserveFor_S()

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.

Parameters
playerIdPlayerId of player who wants to reserve this point
[out]resultReason why respawn is disabled. Note that if returns true the reason will always be OK
Returns
Return true if reservation can proceed, false otherwise.

Implements SCR_SpawnPoint.

◆ DeactivateSpawnPoint()

void SCR_PlayerSpawnPoint.DeactivateSpawnPoint ( )
protected

Implemented in SCR_PlayerRadioSpawnPoint.

◆ DisablePoint()

void SCR_PlayerSpawnPoint.DisablePoint ( int  playerId)
Parameters
[in]playerId

◆ EnablePoint()

void SCR_PlayerSpawnPoint.EnablePoint ( int  playerId,
IEntity  playerEntity 
)
Parameters
[in]playerId
[in]playerEntity

◆ GetPlayerID()

int SCR_PlayerSpawnPoint.GetPlayerID ( )

Get ID of the player this spawn point is assigned to.

Returns
Target player ID

◆ GetPositionAndRotation()

override void SCR_PlayerSpawnPoint.GetPositionAndRotation ( out vector  pos,
out vector  rot 
)

Implements SCR_SpawnPoint.

◆ GetSpawnPointName()

override string SCR_PlayerSpawnPoint.GetSpawnPointName ( )
protected

Implements SCR_SpawnPoint.

◆ GetTargetPlayer()

IEntity SCR_PlayerSpawnPoint.GetTargetPlayer ( )
Returns

◆ GetTargetVehicle()

Vehicle SCR_PlayerSpawnPoint.GetTargetVehicle ( )
protected

◆ IsSpawnPointActive()

override bool SCR_PlayerSpawnPoint.IsSpawnPointActive ( )

Implements SCR_SpawnPoint.

◆ OnFinalizeSpawnDone_S()

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.

◆ OnSetPlayerID()

void SCR_PlayerSpawnPoint.OnSetPlayerID ( )
protected

◆ PrepareSpawnedEntity_S()

override bool SCR_PlayerSpawnPoint.PrepareSpawnedEntity_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnData  data,
IEntity  entity 
)

Implements SCR_SpawnPoint.

◆ PrepareSpawnedEntityForVehicle_S()

bool SCR_PlayerSpawnPoint.PrepareSpawnedEntityForVehicle_S ( SCR_SpawnRequestComponent  requestComponent,
SCR_SpawnData  data,
IEntity  entity,
Vehicle  vehicle 
)
protected

◆ SetPlayerID()

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.

Parameters
[in]playerIDTarget player ID

◆ UpdateSpawnPos()

void SCR_PlayerSpawnPoint.UpdateSpawnPos ( )
protected

◆ UpdateSpawnPosBroadcast()

void SCR_PlayerSpawnPoint.UpdateSpawnPosBroadcast ( vector  pos)
protected

Member Data Documentation

◆ m_bIsActive

bool SCR_PlayerSpawnPoint.m_bIsActive
protected

◆ m_CachedFaction

Faction SCR_PlayerSpawnPoint.m_CachedFaction
protected

◆ m_fUpdateInterval

float SCR_PlayerSpawnPoint.m_fUpdateInterval
protected

◆ m_iPlayerID

int SCR_PlayerSpawnPoint.m_iPlayerID
protected

◆ m_PlayerInfo

ref SCR_PlayerUIInfo SCR_PlayerSpawnPoint.m_PlayerInfo
protected

◆ m_TargetPlayer

IEntity SCR_PlayerSpawnPoint.m_TargetPlayer
protected

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