Arma Reforger Script API
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SCR_PossessSpawnHandlerComponent Interface Reference
Inheritance diagram for SCR_PossessSpawnHandlerComponent:
SCR_SpawnHandlerComponent

Public Member Functions

override SCR_ESpawnResult CanHandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data)
 Can a player be spawned with provided data?
 
override bool CanRequestSpawn_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out SCR_ESpawnResult result)
 Can a player spawn, based on the provided data?
 
override void OnFinalizeDone_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Request finalized (player spawned).
 
- Public Member Functions inherited from SCR_SpawnHandlerComponent
SCR_ESpawnResult HandleRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, out IEntity spawnedEntity)
 Handle request - validate resources, try to spawn, prepare and pass ownership to player.
 
void OnFinalizeBegin_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Called when the finalisation process begins.
 
bool CanFinalize_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Called periodically to ask whether finalization can be finished.
 
SCR_ESpawnResult FinalizeRequest_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data, IEntity entity)
 Finalise request - validate resources, try to spawn, prepare and pass ownership to player.
 

Protected Member Functions

override SCR_ESpawnResult SpawnEntity_S (SCR_SpawnRequestComponent requestComponent, notnull SCR_SpawnData data, out IEntity spawnedEntity)
 
IEntity GetEntity (SCR_SpawnData data)
 
override bool ShouldDeleteEntityOnSpawnFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 Check whether spawned entity should be deleted if the spawn process failed.
 
override bool ValidateData_S (SCR_SpawnRequestComponent requestComponent, SCR_SpawnData data)
 Ensures that entity to possess is valid, if anything.
 
Faction GetFactionFromPrefab (ResourceName prefab)
 
- Protected Member Functions inherited from SCR_SpawnHandlerComponent
SCR_RespawnSystemComponent GetRespawnSystemComponent ()
 
override void OnPostInit (IEntity owner)
 Initialises the handler by finding necessary dependencies.
 
bool ValidatePrefab_S (ResourceName resourceName)
 Verifies provided prefab.
 
bool PrepareEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data)
 Prepare an entity on the server side prior to passing ownership.
 
bool AssignEntity_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data)
 Assign the entity ownership and set is as the controlled entity of provided player.
 
void HandleSpawnEntityFailure_S (SCR_SpawnRequestComponent requestComponent, IEntity entity, SCR_SpawnData data, SCR_ESpawnResult reason)
 In cases where an entity is spawned, it might be desirable to dispose of it if it e.g.
 
void HandleEntityChange_S (SCR_SpawnRequestComponent requestComponent, IEntity previousEntity, IEntity newEntity, SCR_SpawnData data)
 Called after new entity is assigned to the player.
 

Protected Attributes

bool m_bIgnoreConditions
 
- Protected Attributes inherited from SCR_SpawnHandlerComponent
bool m_bDestroyPreviousControlledEntity
 
bool m_bDeletePreviousControlledEntity
 

Member Function Documentation

◆ CanHandleRequest_S()

override SCR_ESpawnResult SCR_PossessSpawnHandlerComponent.CanHandleRequest_S ( SCR_SpawnRequestComponent requestComponent,
SCR_SpawnData data )

Can a player be spawned with provided data?

Parameters
[in]requestComponentInstigator of this request
[in]dataRequest/ask data

Implements SCR_SpawnHandlerComponent.

◆ CanRequestSpawn_S()

override bool SCR_PossessSpawnHandlerComponent.CanRequestSpawn_S ( SCR_SpawnRequestComponent requestComponent,
SCR_SpawnData data,
out SCR_ESpawnResult result )

Can a player spawn, based on the provided data?

Handle game logic, ask game mode, respawn timers -> anything relevant for proper evaluation.

Parameters
[in]requestComponent
[in]data
[out]result
Returns
true if spawn is possible, false otherwise.

Implements SCR_SpawnHandlerComponent.

◆ GetEntity()

IEntity SCR_PossessSpawnHandlerComponent.GetEntity ( SCR_SpawnData data)
protected

◆ GetFactionFromPrefab()

Faction SCR_PossessSpawnHandlerComponent.GetFactionFromPrefab ( ResourceName prefab)
protected

◆ OnFinalizeDone_S()

override void SCR_PossessSpawnHandlerComponent.OnFinalizeDone_S ( SCR_SpawnRequestComponent requestComponent,
SCR_SpawnData data,
IEntity entity )

Request finalized (player spawned).

Parameters
[in]requestComponent
[in]data
[in]entity

Implements SCR_SpawnHandlerComponent.

◆ ShouldDeleteEntityOnSpawnFailure_S()

override bool SCR_PossessSpawnHandlerComponent.ShouldDeleteEntityOnSpawnFailure_S ( SCR_SpawnRequestComponent requestComponent,
IEntity entity,
SCR_SpawnData data,
SCR_ESpawnResult reason )
protected

Check whether spawned entity should be deleted if the spawn process failed.

Parameters
[in]requestComponent
[in]entity
[in]data
[in]reason
Returns

Implements SCR_SpawnHandlerComponent.

◆ SpawnEntity_S()

override SCR_ESpawnResult SCR_PossessSpawnHandlerComponent.SpawnEntity_S ( SCR_SpawnRequestComponent requestComponent,
notnull SCR_SpawnData data,
out IEntity spawnedEntity )
protected
  1. Validate prefab on server
  2. Validate input data on server
  3. Spawn entity on server
  4. Prepare entity on server (e.g. seat in vehicle) On success next step is to Finalise.
    Parameters
    [in]requestComponent
    [in]data
    [out]spawnedEntity
    Returns

Implements SCR_SpawnHandlerComponent.

◆ ValidateData_S()

override bool SCR_PossessSpawnHandlerComponent.ValidateData_S ( SCR_SpawnRequestComponent requestComponent,
SCR_SpawnData data )
protected

Ensures that entity to possess is valid, if anything.

Parameters
[in]requestComponent
[in]data

Implements SCR_SpawnHandlerComponent.

Member Data Documentation

◆ m_bIgnoreConditions

bool SCR_PossessSpawnHandlerComponent.m_bIgnoreConditions
protected

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