Arma Reforger Script API
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SCR_PlayerXPHandlerComponent Interface Reference

Takes care of player-specific XP handling Should be hooked on PlayerController. More...

Inheritance diagram for SCR_PlayerXPHandlerComponent:

Public Member Functions

int GetPlayerXP ()
 Getter for player XP.
 
void SetPlayerXPSinceLastSpawn (int xp)
 Setter for player XP accumulated since last respawn.
 
int GetPlayerXPSinceLastSpawn ()
 Getter for player XP accumulated since last respawn.
 
void SetSuicidePenaltyTimestamp (float timestamp)
 
float GetSuicidePenaltyTimestamp ()
 
void SetSurvivalRewardCycle (int cycle)
 
int GetSurvivalRewardCycle ()
 
SCR_ECharacterRank GetPlayerRankByXP ()
 
ScriptInvoker GetOnXPChanged ()
 
OnPlayerXPChanged GetOnPlayerXPChanged ()
 
bool IsProxy ()
 
void OnPlayerKilled ()
 
void UpdatePlayerRank (bool notify=true)
 Set character rank based on player controller EXP.
 
void CheatRank (bool demote=false)
 Cheat method to change player's rank.
 
void MedicalAssistanceReward ()
 Reward the player for using medical items for healing characters other than self Currently the reward is given even when AI character or enemy character is healed After receiving XP award for medical assistance, there is a reward cooldown with duration based on parameter m_iMedicalAssistanceAwardCooldown.
 
void StartSurvivalRewardCycle ()
 
void StopSurvivalRewardCycle ()
 
void SurvivalReward ()
 
void StartSeizingProgressReward (notnull SCR_CampaignMilitaryBaseComponent base)
 
void StopSeizingProgressReward (notnull SCR_CampaignMilitaryBaseComponent base)
 
void SeizingProgressReward (SCR_XPHandlerComponent xpHandlerComponent)
 Rewards player for progression on seizing of base Rewarded XP is dependant on the faction affiliation of the seized base.
 
void AddPlayerXP (SCR_EXPRewards rewardID, float multiplier=1.0, bool volunteer=false, int addDirectly=0)
 Addition to player XP.
 

Protected Member Functions

void RpcAsk_CheatRank (int playerID, bool demote)
 Cheat method to change player's rank - server side.
 
void RpcDo_OnPlayerXPChanged (int currentXP, int XPToAdd, bool volunteer, SCR_EXPRewards rewardID, bool profileUsed, int skillLevel)
 
bool HasPlayerRewardCooldown (SCR_EXPRewards rewardID)
 
void SetPlayerRewardCooldown (SCR_EXPRewards rewardID, float cooldown)
 Sets to player reward cooldown.
 
override void OnPostInit (IEntity owner)
 
override void OnDelete (IEntity owner)
 

Protected Attributes

int m_iPlayerXP = 0
 
int m_iPlayerXPSinceLastSpawn
 
float m_fSuicidePenaltyTimestamp
 
float m_fMedicalAssistanceXPRewardTimestamp
 
int m_iSurvivalRewardCycle
 
ref ScriptInvoker m_OnXPChanged
 
ref OnPlayerXPChanged m_OnPlayerXPChanged
 
bool m_bSeizingRewardCycleActive
 
SCR_CampaignMilitaryBaseComponent m_SeizedBaseComponent
 
ref map< SCR_EXPRewards, WorldTimestamp > m_mRewardCooldowns = new map<SCR_EXPRewards, WorldTimestamp>()
 <XPReward type, cooldownTimestamp>
 

Detailed Description

Takes care of player-specific XP handling Should be hooked on PlayerController.

Member Function Documentation

◆ AddPlayerXP()

void SCR_PlayerXPHandlerComponent.AddPlayerXP ( SCR_EXPRewards rewardID,
float multiplier = 1::0,
bool volunteer = false,
int addDirectly = 0 )

Addition to player XP.

Parameters
[in]rewardID
[in]multiplier
[in]volunteer
[in]addDirectly

◆ CheatRank()

void SCR_PlayerXPHandlerComponent.CheatRank ( bool demote = false)

Cheat method to change player's rank.

◆ GetOnPlayerXPChanged()

OnPlayerXPChanged SCR_PlayerXPHandlerComponent.GetOnPlayerXPChanged ( )
Returns

◆ GetOnXPChanged()

ScriptInvoker SCR_PlayerXPHandlerComponent.GetOnXPChanged ( )
Returns

◆ GetPlayerRankByXP()

SCR_ECharacterRank SCR_PlayerXPHandlerComponent.GetPlayerRankByXP ( )
Returns
rank

◆ GetPlayerXP()

int SCR_PlayerXPHandlerComponent.GetPlayerXP ( )

Getter for player XP.

◆ GetPlayerXPSinceLastSpawn()

int SCR_PlayerXPHandlerComponent.GetPlayerXPSinceLastSpawn ( )

Getter for player XP accumulated since last respawn.

◆ GetSuicidePenaltyTimestamp()

float SCR_PlayerXPHandlerComponent.GetSuicidePenaltyTimestamp ( )
Returns

◆ GetSurvivalRewardCycle()

int SCR_PlayerXPHandlerComponent.GetSurvivalRewardCycle ( )

◆ HasPlayerRewardCooldown()

bool SCR_PlayerXPHandlerComponent.HasPlayerRewardCooldown ( SCR_EXPRewards rewardID)
protected
Parameters
[in]rewardIDreturns true if player has active reward cooldown

◆ IsProxy()

bool SCR_PlayerXPHandlerComponent.IsProxy ( )
Returns

◆ MedicalAssistanceReward()

void SCR_PlayerXPHandlerComponent.MedicalAssistanceReward ( )

Reward the player for using medical items for healing characters other than self Currently the reward is given even when AI character or enemy character is healed After receiving XP award for medical assistance, there is a reward cooldown with duration based on parameter m_iMedicalAssistanceAwardCooldown.

◆ OnDelete()

override void SCR_PlayerXPHandlerComponent.OnDelete ( IEntity owner)
protected

◆ OnPlayerKilled()

void SCR_PlayerXPHandlerComponent.OnPlayerKilled ( )

◆ OnPostInit()

override void SCR_PlayerXPHandlerComponent.OnPostInit ( IEntity owner)
protected

◆ RpcAsk_CheatRank()

void SCR_PlayerXPHandlerComponent.RpcAsk_CheatRank ( int playerID,
bool demote )
protected

Cheat method to change player's rank - server side.

◆ RpcDo_OnPlayerXPChanged()

void SCR_PlayerXPHandlerComponent.RpcDo_OnPlayerXPChanged ( int currentXP,
int XPToAdd,
bool volunteer,
SCR_EXPRewards rewardID,
bool profileUsed,
int skillLevel )
protected

◆ SeizingProgressReward()

void SCR_PlayerXPHandlerComponent.SeizingProgressReward ( SCR_XPHandlerComponent xpHandlerComponent)

Rewards player for progression on seizing of base Rewarded XP is dependant on the faction affiliation of the seized base.

◆ SetPlayerRewardCooldown()

void SCR_PlayerXPHandlerComponent.SetPlayerRewardCooldown ( SCR_EXPRewards rewardID,
float cooldown )
protected

Sets to player reward cooldown.

Parameters
[in]rewardID
[in]cooldown

◆ SetPlayerXPSinceLastSpawn()

void SCR_PlayerXPHandlerComponent.SetPlayerXPSinceLastSpawn ( int xp)

Setter for player XP accumulated since last respawn.

Parameters
[in]xp

◆ SetSuicidePenaltyTimestamp()

void SCR_PlayerXPHandlerComponent.SetSuicidePenaltyTimestamp ( float timestamp)
Parameters
[in]timestamp

◆ SetSurvivalRewardCycle()

void SCR_PlayerXPHandlerComponent.SetSurvivalRewardCycle ( int cycle)

◆ StartSeizingProgressReward()

void SCR_PlayerXPHandlerComponent.StartSeizingProgressReward ( notnull SCR_CampaignMilitaryBaseComponent base)
Parameters
[in]base

◆ StartSurvivalRewardCycle()

void SCR_PlayerXPHandlerComponent.StartSurvivalRewardCycle ( )

◆ StopSeizingProgressReward()

void SCR_PlayerXPHandlerComponent.StopSeizingProgressReward ( notnull SCR_CampaignMilitaryBaseComponent base)
Parameters
[in]base

◆ StopSurvivalRewardCycle()

void SCR_PlayerXPHandlerComponent.StopSurvivalRewardCycle ( )

◆ SurvivalReward()

void SCR_PlayerXPHandlerComponent.SurvivalReward ( )

◆ UpdatePlayerRank()

void SCR_PlayerXPHandlerComponent.UpdatePlayerRank ( bool notify = true)

Set character rank based on player controller EXP.

Parameters
[in]notify

Member Data Documentation

◆ m_bSeizingRewardCycleActive

bool SCR_PlayerXPHandlerComponent.m_bSeizingRewardCycleActive
protected

◆ m_fMedicalAssistanceXPRewardTimestamp

float SCR_PlayerXPHandlerComponent.m_fMedicalAssistanceXPRewardTimestamp
protected

◆ m_fSuicidePenaltyTimestamp

float SCR_PlayerXPHandlerComponent.m_fSuicidePenaltyTimestamp
protected

◆ m_iPlayerXP

int SCR_PlayerXPHandlerComponent.m_iPlayerXP = 0
protected

◆ m_iPlayerXPSinceLastSpawn

int SCR_PlayerXPHandlerComponent.m_iPlayerXPSinceLastSpawn
protected

◆ m_iSurvivalRewardCycle

int SCR_PlayerXPHandlerComponent.m_iSurvivalRewardCycle
protected

◆ m_mRewardCooldowns

ref map<SCR_EXPRewards, WorldTimestamp> SCR_PlayerXPHandlerComponent.m_mRewardCooldowns = new map<SCR_EXPRewards, WorldTimestamp>()
protected

<XPReward type, cooldownTimestamp>

◆ m_OnPlayerXPChanged

ref OnPlayerXPChanged SCR_PlayerXPHandlerComponent.m_OnPlayerXPChanged
protected

◆ m_OnXPChanged

ref ScriptInvoker SCR_PlayerXPHandlerComponent.m_OnXPChanged
protected

◆ m_SeizedBaseComponent

SCR_CampaignMilitaryBaseComponent SCR_PlayerXPHandlerComponent.m_SeizedBaseComponent
protected

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