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

Game mode-specific settings for session saving. More...

Inheritance diagram for SCR_SaveLoadComponent:
[legend]

Public Member Functions

bool CanSaveOnExit ()
 
ResourceName GetDebugHeaderResourceName ()
 
bool ContainsStruct (TypeName structType)
 Check if the mission struct contains a sub-struct of specific type.
 
override void OnGameModeEnd (SCR_GameModeEndData data)
 Called when game mode ends.
 
override void OnPostInit (IEntity owner)
 
- 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)
 

Static Public Member Functions

static SCR_SaveLoadComponent GetInstance ()
 

Protected Member Functions

void Autosave ()
 

Protected Attributes

ref SCR_MissionStruct m_Struct
 
bool m_SaveOnExit
 
int m_iAutosavePeriod
 
ResourceName m_DebugHeaderResourceName
 
- Protected Attributes inherited from SCR_BaseGameModeComponent
SCR_BaseGameMode m_pGameMode
 The game mode entity this component is attached to.
 

Static Protected Attributes

static const int MINIMUM_AUTOSAVE_PERIOD = 60
 

Detailed Description

Game mode-specific settings for session saving.

Member Function Documentation

◆ Autosave()

void SCR_SaveLoadComponent.Autosave ( )
protected

◆ CanSaveOnExit()

bool SCR_SaveLoadComponent.CanSaveOnExit ( )
Returns
true if the world should be saved on exit.

◆ ContainsStruct()

bool SCR_SaveLoadComponent.ContainsStruct ( TypeName  structType)

Check if the mission struct contains a sub-struct of specific type.

Parameters
[in]structTypeType of queried struct
Returns
true if the sub-struct is present

◆ GetDebugHeaderResourceName()

ResourceName SCR_SaveLoadComponent.GetDebugHeaderResourceName ( )
Returns
Mission header used for debugging in World Editor (where mission headers are otherwise unavailable)

◆ GetInstance()

static SCR_SaveLoadComponent SCR_SaveLoadComponent.GetInstance ( )
static
Returns
Local instance of this component

◆ OnGameModeEnd()

override void SCR_SaveLoadComponent.OnGameModeEnd ( SCR_GameModeEndData  data)

Called when game mode ends.

Parameters
[in]dataEnd game data with game logic.

Implements SCR_BaseGameModeComponent.

◆ OnPostInit()

override void SCR_SaveLoadComponent.OnPostInit ( IEntity  owner)

Member Data Documentation

◆ m_DebugHeaderResourceName

ResourceName SCR_SaveLoadComponent.m_DebugHeaderResourceName
protected

◆ m_iAutosavePeriod

int SCR_SaveLoadComponent.m_iAutosavePeriod
protected

◆ m_SaveOnExit

bool SCR_SaveLoadComponent.m_SaveOnExit
protected

◆ m_Struct

ref SCR_MissionStruct SCR_SaveLoadComponent.m_Struct
protected

◆ MINIMUM_AUTOSAVE_PERIOD

const int SCR_SaveLoadComponent.MINIMUM_AUTOSAVE_PERIOD = 60
staticprotected

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