Arma Reforger Script API
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Public Member Functions | |
void | EnablePlayerSpawnPoints (bool enable, int notificationPlayerID=-1) |
Set status of automatic player spawn points. | |
bool | IsPlayerSpawnPointsEnabled () |
void | EnableRadioVehicleSpawning (bool enable, int notificationPlayerID=-1) |
Set if Radio vehicle Respawning is enabled for specific respawn vehicles eg: Command Trucks (Server) | |
bool | IsRadioVehicleSpawningEnabled () |
ScriptInvokerBool | GetOnRadioVehicleSpawningChanged () |
void | EnableDeployableSpawnPoints (bool enable, int notificationPlayerID=-1) |
Set if players are allowed to deploy their radio backpack. | |
bool | IsDeployingSpawnPointsEnabled () |
ScriptInvokerBool | GetOnSpawnPointDeployingEnabledChanged () |
void | SetDeployableSpawnPointBudgetType (SCR_ESpawnPointBudgetType budgetType, int notificationPlayerID=-1) |
Set budget type for respawning on deployed radios. | |
SCR_ESpawnPointBudgetType | GetDeployableSpawnPointBudgetType () |
SCR_SpawnPointBudgetInvoker | GetOnSpawnPointBudgetTypeChanged () |
void | SetDeployableSpawnPointTicketAmount (int tickets, int notificationPlayerID=-1) |
Set amount of respawn tickets for deployed radios. | |
int | GetDeployableSpawnPointTicketAmount () |
ScriptInvokerInt | GetOnSpawnPointTicketAmountChanged () |
override void | OnPlayerConnected (int playerId) |
Called after a player is connected. | |
override void | OnPlayerDisconnected (int playerId, KickCauseCode cause, int timeout) |
Called after a player is disconnected. | |
override void | OnPlayerSpawnFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnHandlerComponent handlerComponent, SCR_SpawnData data, IEntity entity) |
override void | OnPlayerKilled (notnull SCR_InstigatorContextData instigatorContextData) |
Called after a player gets killed. | |
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 | AddSpawnPoint (int playerID) |
void | RemoveSpawnPoint (int playerID) |
void | RPC_EnableRadioVehicleSpawning (bool enable) |
void | RPC_EnableDeployableSpawnPoints (bool enable) |
void | RPC_SetDeployableSpawnPointBudgetType (SCR_ESpawnPointBudgetType budgetType) |
void | RPC_SetDeployableSpawnPointTicketAmount (int tickets) |
override void | OnDelete (IEntity owner) |
Protected Attributes | |
ResourceName | m_SpawnPointPrefab |
bool | m_bEnablePlayerSpawnPoints |
bool | m_bRadioVehicleSpawningEnabled |
bool | m_bDeployableSpawnPointsEnabled |
SCR_ESpawnPointBudgetType | m_eDeployableSpawnPointBudgetType |
int | m_iDeployableSpawnPointTicketAmount |
ref ScriptInvokerBool | m_OnRadioVehicleSpawningChanged |
ref ScriptInvokerBool | m_OnSpawnPointDeployingEnabledChanged |
ref SCR_SpawnPointBudgetInvoker | m_OnSpawnPointBudgetTypeChanged |
ref ScriptInvokerInt | m_OnSpawnPointTicketAmountChanged |
ref map< int, SCR_PlayerSpawnPoint > | m_SpawnPoints = new map<int, SCR_PlayerSpawnPoint>() |
Protected Attributes inherited from SCR_BaseGameModeComponent | |
SCR_BaseGameMode | m_pGameMode |
The game mode entity this component is attached to. | |
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void SCR_PlayerSpawnPointManagerComponent.EnableDeployableSpawnPoints | ( | bool | enable, |
int | notificationPlayerID = -1 |
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Set if players are allowed to deploy their radio backpack.
(Server only)
[in] | enable | True to enable the system |
[in] | notificationPlayerID | if not -1 then a notification will be shown to all players that deployable radio logic is enabled/disabled |
void SCR_PlayerSpawnPointManagerComponent.EnablePlayerSpawnPoints | ( | bool | enable, |
int | notificationPlayerID = -1 |
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Set status of automatic player spawn points.
When enabled, a spawn point will be created for every connected player, even those who connect later. When disabled, all existing player spawn points will be deleted.
[in] | enable | True to enable the system |
[in] | notificationPlayerID | if not -1 then a notification will be shown to all players that spawning on players is enabled/disabled |
void SCR_PlayerSpawnPointManagerComponent.EnableRadioVehicleSpawning | ( | bool | enable, |
int | notificationPlayerID = -1 |
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Set if Radio vehicle Respawning is enabled for specific respawn vehicles eg: Command Trucks (Server)
[in] | enable | True to enable the system |
[in] | notificationPlayerID | if not -1 then a notification will be shown to all players that spawning on stationary vehicles is enabled/disabled |
SCR_ESpawnPointBudgetType SCR_PlayerSpawnPointManagerComponent.GetDeployableSpawnPointBudgetType | ( | ) |
int SCR_PlayerSpawnPointManagerComponent.GetDeployableSpawnPointTicketAmount | ( | ) |
ScriptInvokerBool SCR_PlayerSpawnPointManagerComponent.GetOnRadioVehicleSpawningChanged | ( | ) |
SCR_SpawnPointBudgetInvoker SCR_PlayerSpawnPointManagerComponent.GetOnSpawnPointBudgetTypeChanged | ( | ) |
ScriptInvokerBool SCR_PlayerSpawnPointManagerComponent.GetOnSpawnPointDeployingEnabledChanged | ( | ) |
ScriptInvokerInt SCR_PlayerSpawnPointManagerComponent.GetOnSpawnPointTicketAmountChanged | ( | ) |
bool SCR_PlayerSpawnPointManagerComponent.IsDeployingSpawnPointsEnabled | ( | ) |
bool SCR_PlayerSpawnPointManagerComponent.IsPlayerSpawnPointsEnabled | ( | ) |
bool SCR_PlayerSpawnPointManagerComponent.IsRadioVehicleSpawningEnabled | ( | ) |
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override void SCR_PlayerSpawnPointManagerComponent.OnPlayerConnected | ( | int | playerId | ) |
Called after a player is connected.
Server-only.
[in] | playerId | PlayerId of connected player. |
Implements SCR_BaseGameModeComponent.
override void SCR_PlayerSpawnPointManagerComponent.OnPlayerDisconnected | ( | int | playerId, |
KickCauseCode | cause, | ||
int | timeout | ||
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Called after a player is disconnected.
[in] | playerId | PlayerId of disconnected player. |
[in] | cause | Reason player disconnected |
[in] | timeout | Timeout for when players are allowed to connect again. -1 means Ban without an assigned timeout |
Implements SCR_BaseGameModeComponent.
override void SCR_PlayerSpawnPointManagerComponent.OnPlayerKilled | ( | notnull SCR_InstigatorContextData | instigatorContextData | ) |
Called after a player gets killed.
[in] | instigatorContextData | Holds the data of the victim and killer |
Implements SCR_BaseGameModeComponent.
override void SCR_PlayerSpawnPointManagerComponent.OnPlayerSpawnFinalize_S | ( | SCR_SpawnRequestComponent | requestComponent, |
SCR_SpawnHandlerComponent | handlerComponent, | ||
SCR_SpawnData | data, | ||
IEntity | entity | ||
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[in] | requestComponent | |
[in] | handlerComponent | |
[in] | data | |
[in] | entity |
Implements SCR_BaseGameModeComponent.
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override bool SCR_PlayerSpawnPointManagerComponent.RplLoad | ( | ScriptBitReader | reader | ) |
override bool SCR_PlayerSpawnPointManagerComponent.RplSave | ( | ScriptBitWriter | writer | ) |
void SCR_PlayerSpawnPointManagerComponent.SetDeployableSpawnPointBudgetType | ( | SCR_ESpawnPointBudgetType | budgetType, |
int | notificationPlayerID = -1 |
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Set budget type for respawning on deployed radios.
(Server only)
[in] | budgetType | SUPPLIES to enable supply usage; SPAWNTICKET for a limited amount of respawns; NONE to disable respawn budget |
[in] | notificationPlayerID | if not -1 then a notification will be shown to all players that deployable radio budget type has changed |
void SCR_PlayerSpawnPointManagerComponent.SetDeployableSpawnPointTicketAmount | ( | int | tickets, |
int | notificationPlayerID = -1 |
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Set amount of respawn tickets for deployed radios.
(Server only)
[in] | tickets | Amount of respawns per deployed radio |
[in] | notificationPlayerID | if not -1 then a notification will be shown to all players that deployable radio respawn amount has changed |
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