Arma Reforger Script API
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Public Member Functions | Protected Member Functions | Protected Attributes | Static Protected Attributes | List of all members
SCR_RespawnTimerComponent Interface Reference

Must be attached to a GameMode. More...

Inheritance diagram for SCR_RespawnTimerComponent:
[legend]

Public Member Functions

override bool RplSave (ScriptBitWriter writer)
 Serialise state of this component on the server.
 
override bool RplLoad (ScriptBitReader reader)
 Deserialise state of this component on the client.
 
void SetRespawnTime (int playerID, float respawnTime)
 
bool IsPlayerEnqueued (int playerID)
 
bool GetCanPlayerSpawn (int playerID, float additionalTime=0)
 Only relevant to server and local player.
 
int GetPlayerRemainingTime (int playerID, float additionalTime=0)
 
override void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Start respawn timer for provided entity if a player controlled it.
 
override void OnPlayerDeleted (int playerId, IEntity player)
 Called after a player gets deleted.
 
override void OnPlayerRegistered (int playerId)
 Register provided client's respawn timer.
 
void SetRespawnTime (float respawnTime)
 
float GetRespawnTime ()
 
override void EOnDiag (IEntity owner, float timeSlice)
 
override void OnPostInit (IEntity owner)
 
override void OnDelete (IEntity owner)
 
void SCR_RespawnTimerComponent (IEntityComponentSource src, IEntity ent, IEntity parent)
 
void ~SCR_RespawnTimerComponent ()
 
- 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 killer)
 See SCR_BaseGameMode.HandlePlayerKilled.
 
void OnPlayerKilled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 Called after a player gets killed.
 
void OnPlayerKilledHandled (int playerId, IEntity playerEntity, IEntity killerEntity, notnull Instigator killer)
 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 (IEntity entity, IEntity killerEntity, notnull Instigator killer)
 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

bool IsMaster ()
 Are we the master of this component's RplComponent node?
 
WorldTimestamp GetCurrentTime ()
 
void DrawDebugInfo ()
 

Protected Attributes

float m_fRespawnTime
 
ref map< int, ref SCR_RespawnTimerm_mRespawnTimers = new map<int, ref SCR_RespawnTimer>()
 Map of respawn timers of individual players.
 
RplComponent m_RplComponent
 RplComponent attached to this component's owner entity.
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

static bool s_DebugRegistered = false
 

Detailed Description

Must be attached to a GameMode.

Constructor & Destructor Documentation

◆ SCR_RespawnTimerComponent()

void SCR_RespawnTimerComponent.SCR_RespawnTimerComponent ( IEntityComponentSource  src,
IEntity  ent,
IEntity  parent 
)
Parameters
[in]src
[in]ent
[in]parent

◆ ~SCR_RespawnTimerComponent()

void SCR_RespawnTimerComponent.~SCR_RespawnTimerComponent ( )

Member Function Documentation

◆ DrawDebugInfo()

void SCR_RespawnTimerComponent.DrawDebugInfo ( )
protected

◆ EOnDiag()

override void SCR_RespawnTimerComponent.EOnDiag ( IEntity  owner,
float  timeSlice 
)

◆ GetCanPlayerSpawn()

bool SCR_RespawnTimerComponent.GetCanPlayerSpawn ( int  playerID,
float  additionalTime = 0 
)

Only relevant to server and local player.

Parameters
[in]playerID
[in]additionalTime
Returns

Implemented in SCR_WaveRespawnTimerComponent.

◆ GetCurrentTime()

WorldTimestamp SCR_RespawnTimerComponent.GetCurrentTime ( )
protected
Returns
time in seconds after world start. Synchronised to clients.

◆ GetPlayerRemainingTime()

int SCR_RespawnTimerComponent.GetPlayerRemainingTime ( int  playerID,
float  additionalTime = 0 
)
Parameters
[in]playerID
[in]additionalTime
Returns

Implemented in SCR_WaveRespawnTimerComponent.

◆ GetRespawnTime()

float SCR_RespawnTimerComponent.GetRespawnTime ( )
Returns

◆ IsMaster()

bool SCR_RespawnTimerComponent.IsMaster ( )
protected

Are we the master of this component's RplComponent node?

◆ IsPlayerEnqueued()

bool SCR_RespawnTimerComponent.IsPlayerEnqueued ( int  playerID)
Parameters
[in]playerID
Returns

◆ OnDelete()

override void SCR_RespawnTimerComponent.OnDelete ( IEntity  owner)

◆ OnPlayerDeleted()

override void SCR_RespawnTimerComponent.OnPlayerDeleted ( int  playerId,
IEntity  player 
)

Called after a player gets deleted.

Parameters
[in]playerIdPlayer ID
[in]playerPlayer entity

Implements SCR_BaseGameModeComponent.

Implemented in SCR_WaveRespawnTimerComponent.

◆ OnPlayerKilled()

override void SCR_RespawnTimerComponent.OnPlayerKilled ( int  playerId,
IEntity  playerEntity,
IEntity  killerEntity,
notnull Instigator  killer 
)

Start respawn timer for provided entity if a player controlled it.

Parameters
[in]playerId
[in]playerEntity
[in]killerEntity
[in]killer

Implements SCR_BaseGameModeComponent.

Implemented in SCR_WaveRespawnTimerComponent.

◆ OnPlayerRegistered()

override void SCR_RespawnTimerComponent.OnPlayerRegistered ( int  playerId)

Register provided client's respawn timer.

Implements SCR_BaseGameModeComponent.

◆ OnPostInit()

override void SCR_RespawnTimerComponent.OnPostInit ( IEntity  owner)

◆ RplLoad()

override bool SCR_RespawnTimerComponent.RplLoad ( ScriptBitReader  reader)

Deserialise state of this component on the client.

Parameters
[in]reader
Returns

◆ RplSave()

override bool SCR_RespawnTimerComponent.RplSave ( ScriptBitWriter  writer)

Serialise state of this component on the server.

Parameters
[in]writer
Returns

◆ SetRespawnTime() [1/2]

void SCR_RespawnTimerComponent.SetRespawnTime ( float  respawnTime)
Parameters
[in]respawnTime

◆ SetRespawnTime() [2/2]

void SCR_RespawnTimerComponent.SetRespawnTime ( int  playerID,
float  respawnTime 
)
Parameters
[in]playerID
[in]respawnTime

Member Data Documentation

◆ m_fRespawnTime

float SCR_RespawnTimerComponent.m_fRespawnTime
protected

◆ m_mRespawnTimers

ref map<int, ref SCR_RespawnTimer> SCR_RespawnTimerComponent.m_mRespawnTimers = new map<int, ref SCR_RespawnTimer>()
protected

Map of respawn timers of individual players.


key: PlayerId of target player
val: RespawnTimer object

◆ m_RplComponent

RplComponent SCR_RespawnTimerComponent.m_RplComponent
protected

RplComponent attached to this component's owner entity.

◆ s_DebugRegistered

bool SCR_RespawnTimerComponent.s_DebugRegistered = false
staticprotected

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